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Getting players to Move
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<blockquote data-quote="Vymair" data-source="post: 332562" data-attributes="member: 116"><p>Sounds like you DM my group <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>First, it's their time. If they want to spend it cussing and discussing, I rarely interfere (unless of course, they are arguing loudly in a room next to a monster..). I figure less preparation for me the next session since this session's material will carry over..</p><p></p><p>Howver, if they are stalling in game time (letting weeks pass while they discuss a problem) that is much easier to solve. My campaign has many plot threads running and my players have learned that unresolved threads grow more difficult as time goes along. </p><p></p><p>For example, my players decided not to investigate a report of some Formians active in the kingdom about 18 months ago in game time (about a year ago in our time) and lo and behold, the Formians used the planar gate they had discovered to bring across a queen and form a hive. Needless to say, resolution of that problem was much tougher than it could have been had they acted immediately... (in their defense, they spent that time resolving some pretty big problems with a reborn lich and the discovery of githyanki activity)...</p><p></p><p>PirateCat refers to this as the ripple theory and periodically, my players throws some pretty big rocks in the pond...</p></blockquote><p></p>
[QUOTE="Vymair, post: 332562, member: 116"] Sounds like you DM my group ;) First, it's their time. If they want to spend it cussing and discussing, I rarely interfere (unless of course, they are arguing loudly in a room next to a monster..). I figure less preparation for me the next session since this session's material will carry over.. Howver, if they are stalling in game time (letting weeks pass while they discuss a problem) that is much easier to solve. My campaign has many plot threads running and my players have learned that unresolved threads grow more difficult as time goes along. For example, my players decided not to investigate a report of some Formians active in the kingdom about 18 months ago in game time (about a year ago in our time) and lo and behold, the Formians used the planar gate they had discovered to bring across a queen and form a hive. Needless to say, resolution of that problem was much tougher than it could have been had they acted immediately... (in their defense, they spent that time resolving some pretty big problems with a reborn lich and the discovery of githyanki activity)... PirateCat refers to this as the ripple theory and periodically, my players throws some pretty big rocks in the pond... [/QUOTE]
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