How do I turn Powergamers into Roleplayers?

bear bones

Regarding the bear example, I kind of agree with Glamdring. I can so no good reason why the bear should be attacked. It was a bit hostile, sure - but that's because it was a mother defending its cubs.

The bear was not putting the PCs in danger, it just wanted to be left alone. From I gather the PCs weren't desparate for its food or hide. And attacking the bear presented a risk of potentially killing/harming party members with no discernable reward.
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There's no shame in backing away from the bear. Maybe there is another way into the tower. Maybe the ranger can use his animal empathy to calm the bear so they can pass. This isn't a 8-bit Nintendo video game where you must attack every creature to get your 56 gp and 38 xp.

I guess I didn't contribute much to the thread topic. yet. So, I will reiterate points made earlier. At times, make combat not an option. How? Make all opponents either way too hard (consequences) or way to easy (boredom). Soon the PCs will learn fighting isn't always best/only choice. Make conflicts that are not combats - debates, swimming races, gambling.
 

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Do you have the spell Powergame to RolePlay?

No?

Sounds like you're SOL.

My suggestion is to find different players. If they are accusing you of trying to "Win" they are missing the point of the game.

Failing that my advice is to start drinking heavily so you don't have money and time to worry about role-playing anymore.;)
 

Problem with powergamers...

One thing people forget is that for powergamers, combat is always an option.

Realise that you cannot suddenly role a dice and polymorph a powergamer into a roleplayer. This is mainly because the player has never explored different avenues of roleplaying because the player _does_ _not_ _know_ _how_ _to_ _roleplay_.

As difficult as it may seem, the player doesnt roleplay and becomes good at the one thing the player can do easily - tweak the rules.

The only viable option to produce a good roleplayer is to introduce elements to the game that bring out the roleplaying aspect of the player.

For powergamers, combat is always an alternative. Remove combat as an alternative.

Greater Curse . . .

Have some dying wizard curse a player such that if the player kills something, his str is reduced to 3 (or whatever). If a wizard kills someone, his int is reduced to 5 (or whatever), etc.

Effectively you've changed the power game. They _have_ to explore other avenues to get things done. Getting gamers to think of things other than combat is the first step in making them roleplayers.

Use a greater curse to good effect ... have the players try and find out how to remove the curse off their players over the campaign, etc.

Good luck to the DM... since you've got to think in terms other than combat, but something that still appeals to powergamers.

-Tim
 

Wow, there are some really good replies to this topic.

Here's some of my tips for you:

Step 1: BALANCE YOUR COMBATS.

If your PCs are too big for their britches, its time to even up the playing field. You cant just take away their immunities, cool items, or god like abilities without a good reason so let them keep them. You want the game to be fun for them too, and since they are power gamers, that means they want more power.

So you need to work a bit harder to give them balanced challanges. If the whole party is waltzing through your pre-made games with artifacts on their bodies (because you accidently gave them out in a previous game) then they are going to be a bit cooler than a regular character. So give them an ECL. If your 8th level party can take down a CR 11 monster without breaking a sweat, then treat them as 11th level characters for purposes of experience, and encounters. Now you can balance your modules by upping your monsters with the standard advancement rules. If the party turns out to be all +3 or +4 Effective Character level, then all your monsters get +4 hit dice, BAB, maybe a monster feat or whatever. It should be a start, but be careful that the weaker guy in the group doesnt get penalized too far.

Step 2: CREATE A VILLIAN

The first step to making your party role play is to do so your self. Even in a module, you can make a single guy in charge of it all who hates the PCs, knows everything about them, and is trying to kill them. Set up one or two combats that are really easy, and have him scry the whole time (your mage should be too busy to care). now when that sorcerer tries to cast his 7th Maximized fire ball for the day, your villian is expecing it and has started summoning creatures with Fire Immunities.

A villian gives you an in game reason to have all your monsters ready for even the coolest character in your group. Remember, its your world, not theirs.

Step 3 DONT TAKE GOODIES FROM THE PARTY ARBITRARILY

All gamers hate this, especially power gamers. If you say "your strength of 32 is too high so Im making you drop it to 20" they will get pissed off and quit. Find an in game reason to take out some of the rediculous things.

Several people have mentioned curses, but evil artifacts, or cursed magic items are great for this. Dont forget about intelligent weapons too. A power gamer with a +5 vorpal sword of dancing is going to have to role play a bit more if he has to convince his intelligent sword that killing these people is a good thing.

Step 4 TEACH YOUR GAMERS HOW TO ROLE PLAY

Again, its your game. Players who just want to kill will do so if you send them against unintelligent monsters who just want to kill them. (ie: standard module) if you want them to interact with people, make it so they have to, and then make your NPCs dynamic.

Conclusion:

Kill off those NPCs. Im serious, do it. If you only have 3 players, then think about how much they will hate your Villian if he kills their hirelings. Then make it hard to get a new hireling, or have them hire an evil NPC with an amulet of undetectable alignment or some such thing. This will give them an IN GAME-ROLE PLAYING reason of why not to hire another NPC, which takes away from the focus of their character and makes your job harder.

Good luck.
 

Re: bear bones

Codragon said:

The bear was not putting the PCs in danger, it just wanted to be left alone. From I gather the PCs weren't desparate for its food or hide. And attacking the bear presented a risk of potentially killing/harming party members with no discernable reward.

This isn't a 8-bit Nintendo video game where you must attack every creature to get your 56 gp and 38 xp.


Thank you so much. Very solid example of what I'm trying to say.
 

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