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How do I turn Powergamers into Roleplayers?
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<blockquote data-quote="Glamdring" data-source="post: 235048" data-attributes="member: 4835"><p>Yeah yeah yeah. I know what I posted might seem like I was being a jerk. The point I was making is that players don't typically care about the plot of a campaign as much as the DM. I didn't go into greater detail because it would have taken up way too much space, and such a long post would have been scanned and not truly read.</p><p></p><p>I didn't kill anyone for followin a plot I created (here we go again with the "let's find something I can slam about this or that post" epidemic). They wanted magical items. They didn't want to save the world. Their greed killed them. It's like a group of adventurers throwing themselves at a dragon in the hopes of claiming the horde, when the real reason to slay an evil dragon is because it's destroying villages. That's my point. When PCs start getting greedy and grabby, punishment follows.</p><p></p><p>Further, I have absolutely no problem allowing my gamers to go off track. They're doing it now. However, when all they want is to recover their beloved magical items, they're showing me that they've lost focus. The game isn't about min-maxing and suping up characters to the point of invincibility (that's when I break out the hive of beholders). What I did was a lesson that taught them that it's ok to run from battle. When they were exploring that tomb, just before they freed that drow lich the party mage said, "Look, I can teleport us (those that remained alive) outta here and we can come back." Surviving PCs replied, "Nah, let's just open this tomb and see what we can find." Yeah, they're curious, but there's a time to call it quits. They needed to learn prudence. The have it now.</p></blockquote><p></p>
[QUOTE="Glamdring, post: 235048, member: 4835"] Yeah yeah yeah. I know what I posted might seem like I was being a jerk. The point I was making is that players don't typically care about the plot of a campaign as much as the DM. I didn't go into greater detail because it would have taken up way too much space, and such a long post would have been scanned and not truly read. I didn't kill anyone for followin a plot I created (here we go again with the "let's find something I can slam about this or that post" epidemic). They wanted magical items. They didn't want to save the world. Their greed killed them. It's like a group of adventurers throwing themselves at a dragon in the hopes of claiming the horde, when the real reason to slay an evil dragon is because it's destroying villages. That's my point. When PCs start getting greedy and grabby, punishment follows. Further, I have absolutely no problem allowing my gamers to go off track. They're doing it now. However, when all they want is to recover their beloved magical items, they're showing me that they've lost focus. The game isn't about min-maxing and suping up characters to the point of invincibility (that's when I break out the hive of beholders). What I did was a lesson that taught them that it's ok to run from battle. When they were exploring that tomb, just before they freed that drow lich the party mage said, "Look, I can teleport us (those that remained alive) outta here and we can come back." Surviving PCs replied, "Nah, let's just open this tomb and see what we can find." Yeah, they're curious, but there's a time to call it quits. They needed to learn prudence. The have it now. [/QUOTE]
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