Losing the Faith

Yeah, but your D&D players and your friends may not be the same group. I moved relatively recently to a new state, right about the time 3e was coming out. I decided I wanted to look for a gaming group.

That's not to say I don't consider myself a friend to the guys I game with. But they're my gaming group first, my friends second. If I wasn't getting what I wanted from 'em, I'd find another group.

Not everyone is playing with their childhood friends these days.
 

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One thing you might try is changing the way experience is given out. I know, I know -- it has been argued before, trying to determine if the D&D experience system does/does not encourage hack-and-slash games.

But it might be worth a shot.

Use the story-rewards system or some variation there-of... see if this encourages them to move more in a direction you like.
 

As I just posted to another thread with an almost identical theme:

"Don't be afraid of change. To paraphrase Ghost in the Shell , to remain constant in a dynamic environment is a futile exercise. Eventually you may find that you don't like roleplaying anymore, that you'd rather spend your time rock climbing or playing the piano.

It's scary to find something that we've taken comfort and enjoyment in for a long time become less comforting and enjoyable than it used to be. But that just means that you're growing and changing.

But I agree with other posters here: Mention it to your DM and players, and then if things don't get better, respectfully take a break from it."

-Shurai
 

Part of the problem is that these are some of my best friends and they seem to enjoy the hack and slash immensly, I'd hate to turn the group on its side just for me to have more fun. The wierd thing is we play SR with the same people and it turns out much better on the RP side of things. Killing everything that moves is not always the best option. Granted some of the players do view this as "poker night" and I don't mind that with the frequent off topic discussion and incessant ridiculing of our poor host. (All in good fun though).

But here is a sample of play.

DM: As you look in the walk in the room you see 2 gnolls run with a shout brandishing axes towards you!

Wizard: Hold your ground fellows, I have a plan!

Psi warrior: I charge to the attack!
Monk: I follow!
Priest: I cast Bull strength then I charge too!
Rogue: I run around to the side!

(A gross melee ensues)

End of combat

Psi warrior: Holy did we ever take a beating! looks like its back to town to buy more healing potions.
Priest: Who's hurt?
Monk: I open door on the south wall....

Repeat from top.
 

That sounds like a watered down KoDT strip.

I had the same problem going on in my group as two of the players said they just couldn't take two of the other players anymore. The problem was I wanted to play with the ones who couldn't take it anymore so I decided to split the game in two. When I asked the other players individually which game they would prefer to play in they all went with the fed up players leaving the two annoying players by themselves. Not a good sign.

The first phrase out of one of the players at the end of the game was always "how much experience do we get?" To me, experience numberswise, is one of the least important things about roleplaying. Some people it's the most important thing. I guess the trick is finding a group who all feel the same way.

If I were you I would try to find players who are interested in the same style of play you are.

~Derek
 

How much experience do we get? Man, why does that sound so familiar. Why is fast advancement so important to some people. Are the encounters going to become that much easier once those extra HP are gained. Doesn't it occur to them that their opponents will also get better? Oh well, we play again tonight and hopeffully things go better.:)
 

The other complaint I got was I wasn't giving out enough magic items and/or money. The two people would just complain every game like they were trying to guilt trip me or something.
I just came to the conclusion they wanted a game where trouble came to them and they were massively rewarded for it with experience and loot.

That's not the game I want to play or run. I put a ton of named in NPCs in my games hoping that the PCs will go talk to them and find out the things the NPC is interested in. Each NPC has a motivation and something that can easily translate into a storyline. The problem players just didn't see that. They just ignored them. :/ So they would sit in their tower and complain that they had nothing to do. That of course just made me annoyed. Heck, one of the players has a flying boat under his control and a crew on it with each one having a story they could tell. I think he knew maybe 40% of his crew's background. The rest were just names to him.

So... With those horror stories being said I truly think the fix would be to find the right kind of players even if it's 2 to 3 players and the DM. I'm thinking about writing a one page paper that says what kind of game I like to run and how to get the best out of gaming with me. Maybe that will make them realize what I'm looking for... Or not. ;)

~Derek
 

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