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"Hot Take": Fear is a bad motivator
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<blockquote data-quote="Lanefan" data-source="post: 8248393" data-attributes="member: 29398"><p>OK, on to part II... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Hmmm. Not quite sure what to suggest there as I don't know the specific people and-or their own particular contexts.</p><p></p><p>To discourage certain players from constantly putting their PCs at the back of the marching order, one thing I've tried to do where possible is spread the threats around a bit. Not all attacks come from ahead, for example; sometimes the safest place to be is in the lead when the attack comes from behind.</p><p></p><p>Another thing to look at is more definitively and clearly tying reward to in-game risk. Here's where individual xp (as opposed to group xp or milestone levelling) can really help. No risk taken, no xp earned. (and if the DW system fights you on this, maybe consider a different system?) If you use meta-bennies e.g. Inspiration, Fate points, etc., give those out to the risk-takers and make it clear how they were earned.</p><p></p><p>Or - and this might not work for everyone but it might for some - maybe run a one-off adventure with new characters, where you somehow set things up such that those who hang back are the ones most likely to die? It's tricky to do; a couple of not-the-best examples I've DMed: </p><p></p><p>[SPOILER]In one scenario, the party enters what looks like an empty room except for a scrap of paper on the floor; as soon as anyone picks up the scrap of paper the hallway into the room collapses, insta-killing anyone who hasn't yet entered the space. (and then the party have to figure a way out, once they've dealt with the foes that gate in, as there's no exits). </p><p></p><p>In the other, the party enter a large room with a checkerboard floor made up of 3' squares. After a certain time (1 minute? 2 minutes? I forget now) something like ten of the black squares suddenly burst into flame, the door slams shut, and the ceiling starts dropping fast. The PCs have exactly one round to act before the ceiling reaches the floor. The way out? Jump into a fire (it's illusory, as is the patch of ceiling directly above it) and let the ceiling fall around you.</p><p></p><p>* - the first is in a published module; the second is in an adventure written by one of my players for me to DM with a different group at the time, I think it's a variant on a Grimtooth trap.[/SPOILER]</p><p></p><p>Another possible option is to run some obviously-gonzo or drunken one-offs where characters drop like flies and the whole point is to do the most ridiculous things you can; this to get your skittish players a bit more used to losing characters, if this is an issue. And even if it's not, gonzo drunken one-offs can be a blast anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I have thus far managed to avoid running games online - I shut it down instead except for running single-player adventures with my wife - and fully intend to keep doing so. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I don't know your players, but were one of mine consistently getting that sad over losing characters I'd be a bit concerned from two directions: one, it's just a game so why take it so seriously; and two, what else is going on behind the scenes that's causing this?</p><p></p><p>I can like and respect someone quite well while at the same time we're engaging in some good ol' cut-and-thrust against each other at the gaming table. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8248393, member: 29398"] OK, on to part II... :) Hmmm. Not quite sure what to suggest there as I don't know the specific people and-or their own particular contexts. To discourage certain players from constantly putting their PCs at the back of the marching order, one thing I've tried to do where possible is spread the threats around a bit. Not all attacks come from ahead, for example; sometimes the safest place to be is in the lead when the attack comes from behind. Another thing to look at is more definitively and clearly tying reward to in-game risk. Here's where individual xp (as opposed to group xp or milestone levelling) can really help. No risk taken, no xp earned. (and if the DW system fights you on this, maybe consider a different system?) If you use meta-bennies e.g. Inspiration, Fate points, etc., give those out to the risk-takers and make it clear how they were earned. Or - and this might not work for everyone but it might for some - maybe run a one-off adventure with new characters, where you somehow set things up such that those who hang back are the ones most likely to die? It's tricky to do; a couple of not-the-best examples I've DMed: [SPOILER]In one scenario, the party enters what looks like an empty room except for a scrap of paper on the floor; as soon as anyone picks up the scrap of paper the hallway into the room collapses, insta-killing anyone who hasn't yet entered the space. (and then the party have to figure a way out, once they've dealt with the foes that gate in, as there's no exits). In the other, the party enter a large room with a checkerboard floor made up of 3' squares. After a certain time (1 minute? 2 minutes? I forget now) something like ten of the black squares suddenly burst into flame, the door slams shut, and the ceiling starts dropping fast. The PCs have exactly one round to act before the ceiling reaches the floor. The way out? Jump into a fire (it's illusory, as is the patch of ceiling directly above it) and let the ceiling fall around you. * - the first is in a published module; the second is in an adventure written by one of my players for me to DM with a different group at the time, I think it's a variant on a Grimtooth trap.[/SPOILER] Another possible option is to run some obviously-gonzo or drunken one-offs where characters drop like flies and the whole point is to do the most ridiculous things you can; this to get your skittish players a bit more used to losing characters, if this is an issue. And even if it's not, gonzo drunken one-offs can be a blast anyway. :) I have thus far managed to avoid running games online - I shut it down instead except for running single-player adventures with my wife - and fully intend to keep doing so. :) I don't know your players, but were one of mine consistently getting that sad over losing characters I'd be a bit concerned from two directions: one, it's just a game so why take it so seriously; and two, what else is going on behind the scenes that's causing this? I can like and respect someone quite well while at the same time we're engaging in some good ol' cut-and-thrust against each other at the gaming table. :) [/QUOTE]
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