How to inject some bloodlust into "roleplayers"?


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"Are you kidding? This sarcastic meter is off the charts mu-HAY-ven!"

"Oh, a sarcastic meter... that's a really useful invention..."

[sarcastic meter blows up]

:)
 




SHARK said:
Greetings!
Interesting...some of my players are quite like this--they love to role-play social stuff, and combat is far lower on their list of priorities. In your case, as well as similar ones, I find that it can inspire some bloodlust by having a company of elite half-ogres attack a group of their noble friends as they ride out to some bucolic forest meadow for a party. When the players go looking for their missing noble friends, they find that some of their fine noble friends have been brutally raped, skinned alive, and crucified on a nearby hill!

LOL!
lol.gif
 



Don't even talk to me about Rappan Athuk. I'm playing through it now. The funny thing is, I created a really interesting/humorous character concept for the game, and I barely get to use it because the game is that hack n' slash.

-S
 

Why should you expect any different? I mean it's obvious that DND is only made to "roleplay" and no effort was made to create a sophisticated combat game where people can engage the world the way real civilized and conquring tribes do. I mean it is so obvious from these points.

1. Diplomacy and Bluff checks -- duh!

2. The magic rules, if the game was supposed to be a simple combat rpg, why would we even need things like telepathy? A real RPG should be obvious that if it's not the party, it's a target.

3. Ad-Hoc XP. If you aren't avoid traps, or killing monsters why should you even earn XP? The CR system is just one huge cop out for not assigning XP per sword slash or damage dice delt by spell damage.

4. All that campaign stuff about towns and population numbers ... if I don't have mow them all down, who cares?

5. Intellegence and Wisdom scores for every MM entry ... as if.
 

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