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GMs of EN World: What player behavior annoys you the most?
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<blockquote data-quote="iserith" data-source="post: 7240662" data-attributes="member: 97077"><p>You might try what I do: Have the players claim Inspiration (limit once per trait, ideal, bond, or flaw) when they do something that speaks to those characteristics. It doesn't have to be suboptimal or result in a negative consequence (though it could if it made sense and was fun). So that's four ways per session they can get Inspiration without the DM having to award it. If your players are into figuring out optimal strategies, this may play into their tendencies because (1) there is probably no downside for them to do it in most cases and (2) it's something they themselves can control. You'll likely see an uptick in the sort of behavior you want to see alongside their apparent desire to act optimally.</p><p></p><p>There's something else I'm working on, and maybe I'll post it in more detail after I've tested it, but I'm tagging certain NPCs and monsters in my new campaign as "Antagonists." Like PCs, they will have traits, ideals, bonds, and flaws and can earn a benefit by (me) playing to them. When they do, they get Villainy. Villainy is like Inspiration except it allows them to impart disadvantage to someone else's roll instead of gain Inspiration on their own rolls. Players can prevent the Antagonist from being able to earn Villainy by correctly discerning the trait, ideal, bond, and flaw through social interaction. That's on top of the usual benefits for knowing these characteristics as outlined in the DMG. I think this will incentivize players to interact a little more with NPCs and monsters rather than just kill them which is something that I want to encourage in my current campaign for thematic reasons. (I might not bother in other campaigns.) I mention it because this might further speak to your players' tendency to want to do optimal things while at the same time get them to interact in-character more.</p></blockquote><p></p>
[QUOTE="iserith, post: 7240662, member: 97077"] You might try what I do: Have the players claim Inspiration (limit once per trait, ideal, bond, or flaw) when they do something that speaks to those characteristics. It doesn't have to be suboptimal or result in a negative consequence (though it could if it made sense and was fun). So that's four ways per session they can get Inspiration without the DM having to award it. If your players are into figuring out optimal strategies, this may play into their tendencies because (1) there is probably no downside for them to do it in most cases and (2) it's something they themselves can control. You'll likely see an uptick in the sort of behavior you want to see alongside their apparent desire to act optimally. There's something else I'm working on, and maybe I'll post it in more detail after I've tested it, but I'm tagging certain NPCs and monsters in my new campaign as "Antagonists." Like PCs, they will have traits, ideals, bonds, and flaws and can earn a benefit by (me) playing to them. When they do, they get Villainy. Villainy is like Inspiration except it allows them to impart disadvantage to someone else's roll instead of gain Inspiration on their own rolls. Players can prevent the Antagonist from being able to earn Villainy by correctly discerning the trait, ideal, bond, and flaw through social interaction. That's on top of the usual benefits for knowing these characteristics as outlined in the DMG. I think this will incentivize players to interact a little more with NPCs and monsters rather than just kill them which is something that I want to encourage in my current campaign for thematic reasons. (I might not bother in other campaigns.) I mention it because this might further speak to your players' tendency to want to do optimal things while at the same time get them to interact in-character more. [/QUOTE]
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GMs of EN World: What player behavior annoys you the most?
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