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How to stop my players from doing these things?
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<blockquote data-quote="Zandy" data-source="post: 1561212" data-attributes="member: 4906"><p>I can relate to how a player's "creativity" can wreck havoc in a carefully planned campaign. AND how the need to "power game" or be the best at whatever can override the group's enjoyment of the experience overall. We've had a power gamer recently leave our group because his style is hack-n-slash while the rest of us prioritize role-playing.</p><p></p><p>For the most recent start to our campaign (and I addressed this on a thread over the weekend about how much time spent preping), I started out creating a world and a home town for the group. Then I created 12 one-paragraph outlines of possible PCs. Each PC had a basic background that fit them into the village, but none of the descriptions implicitly stated that "PC X is a fighter" or the like, to keep the group guessing. The outlines contained only enough background to whet the appitite of the players. Then each player secretly requested first, 2nd and 3rd choice. A d20 roll decided conflicts. Surprisingly, the players didn't have a lot of duplicate choices, but I also tried to create a couple of outlines that would appeal to each player. (one other benefit; the unused PCs became very fleshed out NPCs!)</p><p></p><p>Then, I gave each player their PC background in greater detail. It detailed what class the PC was (we started at 2nd-3rd level). Each had some secret or two, which they could share if they wanted. I then worked with each player individually to flesh out the PC, adding in any ideas they might have, which most did. </p><p></p><p>Finally, in front of the whole group, we all roll the stats. We do 4d6, drop low, reroll 1s. Usually we take the stats in order, which makes for a REALLY fun and tense couple of minutes, but for this campaign I allowed them to rearrange the stats to fit their PC. (taking the stats in order really help cut down on the power PCs. They HAVE to adapt their character to the rolls, which isn't always what they want. Trust me, the whole thing is REALLY fun to be a part of... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Oh... they aren't STUCK on whatever class they ended up with. I don't care what they take in the future, I just wanted them to fit into the village. What path they take now is up to them.</p><p></p><p>To be honest, I wasn't sure how method this would work out. I was concerned that the group would feel controlled. It has turned out to be exactly the opposite. Since each player has a PC that is truly a vital cog in a functioning village, they feel part of the whole scenario. I give EXP rewards for playing their character correctly (as I envisioned it). Each one has done MORE than what I was hoping for, and it has made for an extremely enjoyable campaign so far (three sessions). </p><p></p><p>In my original proposal (with 4 DMs in our group, we have "by-laws" to keep things orderly. A DM has to submit a proposal to the group which they then vote on accepting, or ask for more info, or ask for changes), I stated that in this campaign, I would be the director. I would provide them with characters, then it would be their job as the performers to make the characters all they could be and mold them in their vision. THIS would make the campaign fun for all. </p><p></p><p>I couldn't be happier as to how it all worked out.</p><p></p><p>I know this was long winded, but I hope it gave you some ideas on how to "control" the game as the DM while still working with each player to make them happy and want to be a part of your world.</p></blockquote><p></p>
[QUOTE="Zandy, post: 1561212, member: 4906"] I can relate to how a player's "creativity" can wreck havoc in a carefully planned campaign. AND how the need to "power game" or be the best at whatever can override the group's enjoyment of the experience overall. We've had a power gamer recently leave our group because his style is hack-n-slash while the rest of us prioritize role-playing. For the most recent start to our campaign (and I addressed this on a thread over the weekend about how much time spent preping), I started out creating a world and a home town for the group. Then I created 12 one-paragraph outlines of possible PCs. Each PC had a basic background that fit them into the village, but none of the descriptions implicitly stated that "PC X is a fighter" or the like, to keep the group guessing. The outlines contained only enough background to whet the appitite of the players. Then each player secretly requested first, 2nd and 3rd choice. A d20 roll decided conflicts. Surprisingly, the players didn't have a lot of duplicate choices, but I also tried to create a couple of outlines that would appeal to each player. (one other benefit; the unused PCs became very fleshed out NPCs!) Then, I gave each player their PC background in greater detail. It detailed what class the PC was (we started at 2nd-3rd level). Each had some secret or two, which they could share if they wanted. I then worked with each player individually to flesh out the PC, adding in any ideas they might have, which most did. Finally, in front of the whole group, we all roll the stats. We do 4d6, drop low, reroll 1s. Usually we take the stats in order, which makes for a REALLY fun and tense couple of minutes, but for this campaign I allowed them to rearrange the stats to fit their PC. (taking the stats in order really help cut down on the power PCs. They HAVE to adapt their character to the rolls, which isn't always what they want. Trust me, the whole thing is REALLY fun to be a part of... :) Oh... they aren't STUCK on whatever class they ended up with. I don't care what they take in the future, I just wanted them to fit into the village. What path they take now is up to them. To be honest, I wasn't sure how method this would work out. I was concerned that the group would feel controlled. It has turned out to be exactly the opposite. Since each player has a PC that is truly a vital cog in a functioning village, they feel part of the whole scenario. I give EXP rewards for playing their character correctly (as I envisioned it). Each one has done MORE than what I was hoping for, and it has made for an extremely enjoyable campaign so far (three sessions). In my original proposal (with 4 DMs in our group, we have "by-laws" to keep things orderly. A DM has to submit a proposal to the group which they then vote on accepting, or ask for more info, or ask for changes), I stated that in this campaign, I would be the director. I would provide them with characters, then it would be their job as the performers to make the characters all they could be and mold them in their vision. THIS would make the campaign fun for all. I couldn't be happier as to how it all worked out. I know this was long winded, but I hope it gave you some ideas on how to "control" the game as the DM while still working with each player to make them happy and want to be a part of your world. [/QUOTE]
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