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How to not treat PC's like idiots (even when they are)?
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<blockquote data-quote="pemerton" data-source="post: 6921378" data-attributes="member: 42582"><p>I haven't had this problem since 1990, when I started a new campaign with mostly people I had only just met, and one of the players started off with a character who turned out to be a serial killer with serious pscho-sexual pathologies. After maybe half-a-dozen sessions it became clear that the character didn't fit the game, and she was written out and a new character who did fit the game was introduced.</p><p></p><p>I don't mandate that all PCs be connected - I leave this to the players, and sometimes it emerges organically and sometimes integrating the PCs is a challenge that I have to deal with as GM.</p><p></p><p>But I generally do require the players to give their PCs backstories and motivations that link them into the gameworld - and then, in play, I make these things matter (both as colour - eg NPCs will recognise a PC, or know something about his/her uncle, or notice that the PC is an out-of-towner and make a fuss about it - but also as elements in the situation that is driving the action). And in my experience that's enough.</p><p></p><p>The situation that I as GM set up doesn't have to be <em>that</em> interesting or engaging to be more engaging than wanting to pick pocket your fellow party members, or wanting to have your imaginary avatar have off-screen sex with imaginary people. In my experience it's been enough that it (i) speak to whatever concerns the players have built into their PCs, and (ii) not be a railroad.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6921378, member: 42582"] I haven't had this problem since 1990, when I started a new campaign with mostly people I had only just met, and one of the players started off with a character who turned out to be a serial killer with serious pscho-sexual pathologies. After maybe half-a-dozen sessions it became clear that the character didn't fit the game, and she was written out and a new character who did fit the game was introduced. I don't mandate that all PCs be connected - I leave this to the players, and sometimes it emerges organically and sometimes integrating the PCs is a challenge that I have to deal with as GM. But I generally do require the players to give their PCs backstories and motivations that link them into the gameworld - and then, in play, I make these things matter (both as colour - eg NPCs will recognise a PC, or know something about his/her uncle, or notice that the PC is an out-of-towner and make a fuss about it - but also as elements in the situation that is driving the action). And in my experience that's enough. The situation that I as GM set up doesn't have to be [I]that[/I] interesting or engaging to be more engaging than wanting to pick pocket your fellow party members, or wanting to have your imaginary avatar have off-screen sex with imaginary people. In my experience it's been enough that it (i) speak to whatever concerns the players have built into their PCs, and (ii) not be a railroad. [/QUOTE]
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