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How Do You Tell a Group: "Maybe This Isn't for Us?"
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<blockquote data-quote="Ovinomancer" data-source="post: 8570845" data-attributes="member: 16814"><p>The bolded bits really jump out at me. This looks like the players don't feel like they have the ability to do anything, or that they think they're going to be punished for trying, so they feel that they have to wait for the GM prompt and just do that to move the story along. Perhaps they hope that once they get further and get some character improvements (I don't recall how WFRP 4e does advancement) that they'll have more choices.</p><p></p><p>So, what causes this? The system might, especially if it's hard to succeed at lower levels and consequences are hard. It might be that you're not presenting a robust enough scene -- either not presenting clear clues to follow or way too many so that they have no clear understanding of what to do. Or maybe both. But the fact that they seem totally uninterested in the bits they do uncover sounds like a follow-on symptom to them feeling like their either already on a railroad or that they can't advance until the train rolls into the station so they can hop aboard. I'd look at how you're running and see if any of this looks legit, and if so and if you care to continue this game, look at how to fix it. Stop punishing failures with dire consequences -- take a page out of fail forward and make it costly but still give a way to advance so that failures aren't brick walls with spikes. Pare things down for a bit and provide clear avenues of approach. Overshare a bit of information (or lots, which is my preference). Give them the feeling that they have command of their ship rather than just being tossed around in rough seas with a broken rudder.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8570845, member: 16814"] The bolded bits really jump out at me. This looks like the players don't feel like they have the ability to do anything, or that they think they're going to be punished for trying, so they feel that they have to wait for the GM prompt and just do that to move the story along. Perhaps they hope that once they get further and get some character improvements (I don't recall how WFRP 4e does advancement) that they'll have more choices. So, what causes this? The system might, especially if it's hard to succeed at lower levels and consequences are hard. It might be that you're not presenting a robust enough scene -- either not presenting clear clues to follow or way too many so that they have no clear understanding of what to do. Or maybe both. But the fact that they seem totally uninterested in the bits they do uncover sounds like a follow-on symptom to them feeling like their either already on a railroad or that they can't advance until the train rolls into the station so they can hop aboard. I'd look at how you're running and see if any of this looks legit, and if so and if you care to continue this game, look at how to fix it. Stop punishing failures with dire consequences -- take a page out of fail forward and make it costly but still give a way to advance so that failures aren't brick walls with spikes. Pare things down for a bit and provide clear avenues of approach. Overshare a bit of information (or lots, which is my preference). Give them the feeling that they have command of their ship rather than just being tossed around in rough seas with a broken rudder. [/QUOTE]
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