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General Tabletop Discussion
*TTRPGs General
How much should players be expected to actively contribute to the group's dynamics?
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<blockquote data-quote="Rune" data-source="post: 5452353" data-attributes="member: 67"><p>Seems like there's just no emotional attachment. If possible (that is, if you know the personalities of your players well enough), you could try to find a way to engage one of them by throwing a hook out there that you just <em>know</em> at least <em>one</em> of them can get passionate about.</p><p></p><p>Don't try to get the players to carry the story; try to get at least one of them to emotionally react to it. Once you've got one, things should probably pick up. After a while, you could rotate this tactic to another player.</p><p></p><p>If you throw the perfect hook out there and <em>still</em> no one is enthusiastic, there may be some actual resistance to emotional investment, for some reason. If that's the case, maybe a different kind of game would be the way to go.</p></blockquote><p></p>
[QUOTE="Rune, post: 5452353, member: 67"] Seems like there's just no emotional attachment. If possible (that is, if you know the personalities of your players well enough), you could try to find a way to engage one of them by throwing a hook out there that you just [i]know[/i] at least [i]one[/i] of them can get passionate about. Don't try to get the players to carry the story; try to get at least one of them to emotionally react to it. Once you've got one, things should probably pick up. After a while, you could rotate this tactic to another player. If you throw the perfect hook out there and [i]still[/i] no one is enthusiastic, there may be some actual resistance to emotional investment, for some reason. If that's the case, maybe a different kind of game would be the way to go. [/QUOTE]
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How much should players be expected to actively contribute to the group's dynamics?
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