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How do I turn Powergamers into Roleplayers?
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<blockquote data-quote="Sialia" data-source="post: 233816" data-attributes="member: 1025"><p>OK, so, I haven’t read the module (or even most of (cntxt)’s much admired Storyhour about it, sadly) but I’m guessing that somewhere in all that dungeon, there is at least one smart monster. And that smart monster should be able to recognize when a party is coming through that may be too tough for him/her. It's ok if the party is overpowered for the dungeon. The monsters, the smart monsters, just need to respond to recognizing that in a meaningful way. They get tricky. They get cowardly. WHat do they really want to accomplish and how do they get it if stright out comabt isn't good odds for them? Is survival their goal? the destruction of the PCs goals? the obliteration of some innocent village? To what extent are the PCs really important to the monsters? Is killling them the goal, or just getting rid of them?</p><p></p><p>Why fight PCs, or even waste effort trying to kill them, when you can convince them to go somewhere else?</p><p>Example: There’s just got to be some kind of monster around that can give the PCs a walloping set of highly personal nightmares. The kind of nightmares that make you wonder whether you’re fit to be adventuring, or worry that you ought to be home saving your mom instead of cavorting through the countryside on a meaningless quest for personal glory. Or that make you feel pity for the tortured creatures imprisoned in the dungeon, who didn’t really want to be there--it’s not their fault they have been starved and beaten until they are vicious enough to tackle parties who vastly out power them. Have a little pity, set them all free. . . </p><p></p><p>Setting the party against each other is not much fun if everyone is already too tense to be having a good time. But making them doubt the nature of the dungeon they are facing together might give them good roleplaying hooks. Giving the monsters a good "what is my motivation in this scene" also will lead to good roleplaying moments.</p><p></p><p>"why don't they just stand in their 10x10 rooms and fight and die like REAL mosnters?"</p><p></p><p>"they're up to something . . ."</p></blockquote><p></p>
[QUOTE="Sialia, post: 233816, member: 1025"] OK, so, I haven’t read the module (or even most of (cntxt)’s much admired Storyhour about it, sadly) but I’m guessing that somewhere in all that dungeon, there is at least one smart monster. And that smart monster should be able to recognize when a party is coming through that may be too tough for him/her. It's ok if the party is overpowered for the dungeon. The monsters, the smart monsters, just need to respond to recognizing that in a meaningful way. They get tricky. They get cowardly. WHat do they really want to accomplish and how do they get it if stright out comabt isn't good odds for them? Is survival their goal? the destruction of the PCs goals? the obliteration of some innocent village? To what extent are the PCs really important to the monsters? Is killling them the goal, or just getting rid of them? Why fight PCs, or even waste effort trying to kill them, when you can convince them to go somewhere else? Example: There’s just got to be some kind of monster around that can give the PCs a walloping set of highly personal nightmares. The kind of nightmares that make you wonder whether you’re fit to be adventuring, or worry that you ought to be home saving your mom instead of cavorting through the countryside on a meaningless quest for personal glory. Or that make you feel pity for the tortured creatures imprisoned in the dungeon, who didn’t really want to be there--it’s not their fault they have been starved and beaten until they are vicious enough to tackle parties who vastly out power them. Have a little pity, set them all free. . . Setting the party against each other is not much fun if everyone is already too tense to be having a good time. But making them doubt the nature of the dungeon they are facing together might give them good roleplaying hooks. Giving the monsters a good "what is my motivation in this scene" also will lead to good roleplaying moments. "why don't they just stand in their 10x10 rooms and fight and die like REAL mosnters?" "they're up to something . . ." [/QUOTE]
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