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How to stop my players from doing these things?
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<blockquote data-quote="Umbran" data-source="post: 1561273" data-attributes="member: 177"><p>I actually prefer the PCs don't know each other at the start of a campaign.</p><p></p><p>The GM, does a lot of prep-work. The GM watches rules questions, and game timing, and deals with maps and dice and monsters and adjudicating. There's only so much time a GM has to devote to fully developing and expressing the personalities of NPCs. The players each have one character to control, and the GM has to run the rest of the blody planet. <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>End result - the players always do a better job of interesting, complete, and consistent role-playing than the GM does. Character interactions between PCs are thus generally more rewarding than between GM and Player.</p><p></p><p>To take away the "getting to know you" phase of PC interaction removes one of the major sources of party bonding and role-play. It removes perhaps the greatest source of compelling plot to be found in the game. Yes, it makes more work for the GM at the start of the campaign, finding ways to keep the party together until they've bonded. But it is worth that work. The PC interactions you get based upon history the palyers didn't actually play through are generally hollow by comparison. IMHO.</p></blockquote><p></p>
[QUOTE="Umbran, post: 1561273, member: 177"] I actually prefer the PCs don't know each other at the start of a campaign. The GM, does a lot of prep-work. The GM watches rules questions, and game timing, and deals with maps and dice and monsters and adjudicating. There's only so much time a GM has to devote to fully developing and expressing the personalities of NPCs. The players each have one character to control, and the GM has to run the rest of the blody planet. :) End result - the players always do a better job of interesting, complete, and consistent role-playing than the GM does. Character interactions between PCs are thus generally more rewarding than between GM and Player. To take away the "getting to know you" phase of PC interaction removes one of the major sources of party bonding and role-play. It removes perhaps the greatest source of compelling plot to be found in the game. Yes, it makes more work for the GM at the start of the campaign, finding ways to keep the party together until they've bonded. But it is worth that work. The PC interactions you get based upon history the palyers didn't actually play through are generally hollow by comparison. IMHO. [/QUOTE]
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