Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Help, my players are scared!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 2408050" data-attributes="member: 4937"><p>It sounds like your player's are adopting a mature approach to combat. Combat is dangerous. Hense, it should be avoided except when it is absolutely necessary, and even then preferably you should only fight when the odds are rigged in your favor.</p><p></p><p>Besides, running around killing everything is more of a mark of a sociopath than anything else. Real good guys are interested only in killing the minimal number of people necessary to bring about peace. Why expect your heroes to desire to kill the maximal ammount just because the players - if they were metagaming - know that that is the best way to advance thier characters using D&D's violence promoting XP system?</p><p></p><p>In order to get mature players to get involved in combat, the best strategy is to make villians which are so despicable that the player's (and of course characters) are emotionally involved in wanting to 'get these guys'. Figure out what your players (or thier characters if they are exceptional roleplayers) find utterly offensive and inexcusable, then design your villains accordingly. Your players will still probably try to avoid as many fights as possible, but they will also actively seek out fights with the villian(s) and his or her minions.</p><p></p><p>Overall, I think it sounds like your problem stems from not having enough of a 'mission' structure to your game. Heroic PC's are generally motivated by the same sorts of things that motivate police officers or soldiers. Soldiers or police officers do not desire to get into combat. In combat, they can be killed. If there is a way to avoid the combat, they will. But there are things that soldiers and police officers love more than they love life. If the mission calls for a solider or police officer to put themselves into harms way and get into combat, then for the sake of the mission that is what happens. It's not a desire for violence. It's a desire to see a mission accomplished. It's a desire to see that the bad guys don't win, that thier ideas don't carry the day, and that the way of life they desire for thier community is protected.</p><p></p><p>If that's not the motivation behind your PC's characters, then its going to be very very hard to force them into combat no matter what you do. If your PC's characters are basically self-interested, then of course they will always avoid combat. The potential risks will NEVER out weight the potential rewards.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2408050, member: 4937"] It sounds like your player's are adopting a mature approach to combat. Combat is dangerous. Hense, it should be avoided except when it is absolutely necessary, and even then preferably you should only fight when the odds are rigged in your favor. Besides, running around killing everything is more of a mark of a sociopath than anything else. Real good guys are interested only in killing the minimal number of people necessary to bring about peace. Why expect your heroes to desire to kill the maximal ammount just because the players - if they were metagaming - know that that is the best way to advance thier characters using D&D's violence promoting XP system? In order to get mature players to get involved in combat, the best strategy is to make villians which are so despicable that the player's (and of course characters) are emotionally involved in wanting to 'get these guys'. Figure out what your players (or thier characters if they are exceptional roleplayers) find utterly offensive and inexcusable, then design your villains accordingly. Your players will still probably try to avoid as many fights as possible, but they will also actively seek out fights with the villian(s) and his or her minions. Overall, I think it sounds like your problem stems from not having enough of a 'mission' structure to your game. Heroic PC's are generally motivated by the same sorts of things that motivate police officers or soldiers. Soldiers or police officers do not desire to get into combat. In combat, they can be killed. If there is a way to avoid the combat, they will. But there are things that soldiers and police officers love more than they love life. If the mission calls for a solider or police officer to put themselves into harms way and get into combat, then for the sake of the mission that is what happens. It's not a desire for violence. It's a desire to see a mission accomplished. It's a desire to see that the bad guys don't win, that thier ideas don't carry the day, and that the way of life they desire for thier community is protected. If that's not the motivation behind your PC's characters, then its going to be very very hard to force them into combat no matter what you do. If your PC's characters are basically self-interested, then of course they will always avoid combat. The potential risks will NEVER out weight the potential rewards. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Help, my players are scared!
Top