Dr. Strangemonkey
First Post
As bizarre a complaint as this may sound...
...I need my players to get more munchkin. They're a wonderful group, great role-players, and good at building individual characters. But they are distinctly poor at playing out the 'professional' aspect of their characters.
From my perspective I need them to do this for two reasons:
a.) They are professional/experienced adventurers and if they don't start acting like it, someone in the world is going to notice and I will, in good conscience, have to make them suffer.
b.) I'm tired of pulling punches and dropping them hints. I'm certainly not going to make the villains any less evil, but I don't want to loose my players by killing them off all the time.
So far the problem exists on many levels ranging from there are no divine spell casters, which is forgivable, to there are no buff spells being used, which is not forgivable. I've tried everything from showing the players how the villains are working when they are getting whomped to instituting a set of 'story' points so they can get hints from me on how to deal with a situation. Last time they had to use one of the points to be told they should all be using the haste potions I dropped for them earlier in the dungeon.
Nothings really worked well enough to do more than keep them alive, and I'm getting frustrated enough to consider having the two intelligent magical items they picked up try to train them.
Anyone have advice on how to change the party's behaviour or how to play a magical item NPC?
...I need my players to get more munchkin. They're a wonderful group, great role-players, and good at building individual characters. But they are distinctly poor at playing out the 'professional' aspect of their characters.
From my perspective I need them to do this for two reasons:
a.) They are professional/experienced adventurers and if they don't start acting like it, someone in the world is going to notice and I will, in good conscience, have to make them suffer.
b.) I'm tired of pulling punches and dropping them hints. I'm certainly not going to make the villains any less evil, but I don't want to loose my players by killing them off all the time.
So far the problem exists on many levels ranging from there are no divine spell casters, which is forgivable, to there are no buff spells being used, which is not forgivable. I've tried everything from showing the players how the villains are working when they are getting whomped to instituting a set of 'story' points so they can get hints from me on how to deal with a situation. Last time they had to use one of the points to be told they should all be using the haste potions I dropped for them earlier in the dungeon.
Nothings really worked well enough to do more than keep them alive, and I'm getting frustrated enough to consider having the two intelligent magical items they picked up try to train them.
Anyone have advice on how to change the party's behaviour or how to play a magical item NPC?