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How do I turn Powergamers into Roleplayers?
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<blockquote data-quote="Uller" data-source="post: 233868" data-attributes="member: 413"><p><strong>Re: Power-gaming. I feel your pain.</strong></p><p></p><p></p><p></p><p>Right. And speaking as a power-gamer, I'd rather see my character die a grand death battling the invincible legions of Hell than spend an entire session role-playing without a single battle or other form of excitement.</p><p></p><p>If your PCs follow an alternate path that is clearly away from your campaign's plot line, then guess what? They're jerking _your_ chain. They're bringing you back in line and telling you "You're not giving us what we want so we're gonna go this way, even if it means death." </p><p></p><p>It has been my experience, both as a player and a DM, that when players become confused, frustrated or bored, they will become more likely to follow the path toward the nearest big monster in hopes of hearing the DM say "Roll initiative...". </p><p></p><p>So, if you want to induce some role-playing, you gotta make it interesting to them...you gotta have it lead to something exciting. If you are role-playing the purchase of supplies or the finding the location of the nearest suitable inn where the party can hole up for a few days without throwing the players a bone in the form of some information that will lead to battle, treasure and glory, then they will likely not take much interest in it.</p></blockquote><p></p>
[QUOTE="Uller, post: 233868, member: 413"] [b]Re: Power-gaming. I feel your pain.[/b] Right. And speaking as a power-gamer, I'd rather see my character die a grand death battling the invincible legions of Hell than spend an entire session role-playing without a single battle or other form of excitement. If your PCs follow an alternate path that is clearly away from your campaign's plot line, then guess what? They're jerking _your_ chain. They're bringing you back in line and telling you "You're not giving us what we want so we're gonna go this way, even if it means death." It has been my experience, both as a player and a DM, that when players become confused, frustrated or bored, they will become more likely to follow the path toward the nearest big monster in hopes of hearing the DM say "Roll initiative...". So, if you want to induce some role-playing, you gotta make it interesting to them...you gotta have it lead to something exciting. If you are role-playing the purchase of supplies or the finding the location of the nearest suitable inn where the party can hole up for a few days without throwing the players a bone in the form of some information that will lead to battle, treasure and glory, then they will likely not take much interest in it. [/QUOTE]
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