Need Help with my Players

ichabod

Legned
I've been having a consistent problem with my players, and I was hoping the different perspectives at ENWorld could help me find a solution.

The problem is that they can't stop going off on these irrelevant tangents. I'll set up some adventure where there are mutated orcs raiding a nearby town. Do they use their tracking skills to find the orc lair? No. Do they use their stealth abilities to sneak into the lair or set up and ambush? No. Do they come up with some cool tactical plan to outflank the orcs and defeat the superior numbers? No. They just want to spend all of their time talking to the locals. In bad attempts at foreign accents no less.

I even tried to move things along by having the orcs raid. They dragged their feet through the entire combat like I was pulling teeth. They passed up obvious oportunities to flank and use the town buildings for cover, and the fifth level sorceror kept casting magic missile instead of fireball! He claimed it was in character, because his character has a fear of failure and magic missiles never miss. I'm sorry, but the guy has an int of 16, so I fail to see how it's "in character" to be stupid.

After they rout the orcs, do they chase the fleeing ones back to their lair? NO!!! They go back to talking in their silly voices (one guy even uses props!), and spinning theories about the local political intrigues. Hello? These people are under siege by mutant orcs, they don't have time for political intrigue!

How can I get them to realize this is a roleplaying GAME, and not an improv workshop? That it's about cool tactics, appropriate use of skills, and character advancement, not about their high-school drama club aspirations of being the next Alec Guiness?
 

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Doesn't sound to me like there is anything wrong with your players. The problem is that you and your players have different ideas of what each party wants to do during a game session.

You need to talk to your players and see what they want from their gaming experience. Maybe they want a more roleplaying heavy game- in which case whoopin' up on some orcs probably isn't very interesting to them. Also, if the character started to empathize with the townpeople, then the sorcerer's decision not to willy nilly with fireballs was probably a good idea. After all, fireballs do tend to blow up big sections of a town if used in close confines. As for the political intrigues stuff- perhaps they thought that some other force that was an enemy of the town was behind the orcs. Granted, their decision to not take care of the orc threat wasn't the brightest, but they may have been trying to hash out all the possibilities.

The main thing is to talk to your players though, and see what kind of adventures and themes they enjoy. Then let them know the sorts of things you enjoy running, and try to come to a compromise.

Edit: One last thought- players HATE railroad adventures. Always give them the illusion that they are at least in control of the outcome of the adventure. I'm not saying that is what you are doing- just offering some advice. It sounds like your players are assuming that there are deeper layers to the plot of the adventure- so give it to them! Your players will think they are incredible problem solvers for figuring things out, and will the DM is a masterful storyteller for his complex adventures. :D (Basically, if they start saying things that sound more interesting than what you came up with, make that true! Its always served me well!).
 
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what he said.

there's nothing worse than a DM who tries to force the players to do everything. Besides mountain dew, that is...;)
 

ichabod said:
How can I get them to realize this is a roleplaying GAME, and not an improv workshop? That it's about cool tactics, appropriate use of skills, and character advancement, not about their high-school drama club aspirations of being the next Alec Guiness?
The ironic thing is that I've seen a dozen posts on these boards with DMs complaining about the exact opposite problem, that their players were thinking about nothing but tactics, and forgetting that the game is about more than numbers and die rolling.

Gothmog hit it right on the nose. You and your players seem to want different things. They want roleplaying, interaction with NPCs, motivations, political intrigue, and yes--silly voices. You want tactics, skills, and level advancement. Talk with your group and try and get on the same page. Though if everyone at the table besides you is enjoying the Dragon Theatre, I have a feeling it may be you that needs to adjust.
 

The next time they all stand around peacefully talking to themselves, attack them with trolls. They probably won't know how to respond, and will attempt to converse with the trolls.

The trolls, for their part, will be happy to torment and torture the PCs.
 

ichabod said:
How can I get them to realize this is a roleplaying GAME, and not an improv workshop?

Maybe you need to realise that this is a ROLEPLAYING game?

Seriously speaking, Gothmog's about covered it. The problem seems to be that you and your players have very different expectations. Did they seem to be enjoying themselves with all the in-character interaction and roleplaying? If so, then I'd say you're doing a fine job as a DM, but it seems that you were the one person not enjoying yourself, and the DM should be having as good a time as the players. The best thing to do is talk about it and see if you can come to some sort of compromise. If you can, well and good. Otherwise you probably need to game with another group, which fits better with your playing style.
 

I thought the sorc with the fear of failure complex was rather funny. My group can be a bit of the opposite. I have a hard time getting them to develop anything interesting about their characters. They also do not particualarly care to talk to NPCs. They want to know where the next fight is and then spend an hour devising a strategy for attack.
 

I would have to agree with Gothmog here aswell, but how's this for a vague suggestion- Have some insidious force within the town (Thieves guild, evil cult, power hungry nutjob?) using the Orcs as pawns to destabilise the local's faith in their present mayor or whatever authority figures are in charge. The bad guy then calls in mercs to deal with the Orcs, and once he is asked to replace the old leadership reveals his absolute evil-ness..only now he's backed by not only a bunch of hardened mercenary soldiers, but also the remnants of his Orc allies. (Who of course don't realise he sent the mercs to kill them). Thus your players have some politics- even a possible alliance with the Orcs, and it still ends with the big ol' fight you are looking to run. Just an idea anyhoo...
 

senodam said:
I would have to agree with Gothmog here as well

funny, I think I'd have to agree with Gumby

Gumby said:
The next time they all stand around peacefully talking to themselves, attack them with trolls. They probably won't know how to respond, and will attempt to converse with the trolls.

At least, no else here seems to realize that's what they're dealing with ;)
 

Hmm, I guess I was too subtle.

I don't actually have any problems with my players. I just get tired of all these "my players are munchkins, how do I get them to roleplay?" posts. I mean, most of the people on these boards are cool. However, there seems to be a signifcant minority who see any attempt to play the game well as a bad thing.

I mean, I have heard many people complain about players planning out their character several levels in advance. How is that different from a chess player looking five moves ahead?

I dunno. I just felt it was time for a shout out from the gamers.
 

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