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<blockquote data-quote="Eltern" data-source="post: 1660449" data-attributes="member: 5870"><p>It was pretty late when I posted this last night, so I was pretty tired and didn't completely explain myself for you guys. Sorry about that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>In general, as both a player and a DM, I hate thinking of D&D as a wargame/minisgame, but rather think of what I play/run as "a generic roleplaying game, often set in fantasy worlds, that uses the D&D mechanics for resolution of combat, when it comes up." Hope that made sense. I'm a heavy RPer, I guess I'm saying. I like it the most when we go three sessions without rolling a die, and then have a climactic battle with a BBEG, only to have him get the town guard on us because he's the Crown Prince or somesuch. </p><p></p><p>Personally, I think she may be thinking this way (anticombat AND violence, for those that asked) because the last adventure she was in was the Demon's God Fane, which when you get down to it was a small amount of RPing, and then a dungeon crawl. She missed the adventure we just played, the Bastion of Broken Souls, which has a much higher RP to hacknslash ratio. I think in actuality she would be happy with a campaign that was more like the latter, but I don't want to simply brush her off, I would like to give her options/consider her comments/etc. </p><p></p><p>Three things I've thought of: </p><p>Threat of physical harm is one of the simplest and easiest to work with plot devices out there, I think. Call it a crutch or an old stand by, it's intrinsic to the D&D mechanics because it's intrinsic to the D&D style of adventure.</p><p></p><p>You want to have no possibility of violence or whatever, it would be simplest to either not have numerical rules at all, or use another system (Suggestions I have so far are Amber, 7th Sea, and Storyteller. Any others? I don't really see how GURPS is more helpful than D&D, but then I haven't played it).</p><p></p><p>The decision to engage in physical violence is almost ENTIRELY the PCs choice. This is what really gets me. If the DM puts a dungeon crawl right in front of them, the PCs do NOT have to take it. They can decide to visit their grandmothers or something, and as long as it's in character, that's great! Fantastic, even! Even when faced with an adventure that's supposed to have a fair amount of combat in it (My players don't read: [SPOILER]I intend to run U1-3 and then the Slave Lords megamodule, for reference[/SPOILER]), there are generally plenty of ways to get around violence. Maybe she really has a problem with one or two people in our group who just want to hit things and literally start playing games on their cell phones when something plot-driven comes up. </p><p></p><p>Ok, anyone reading my above statements can see that the best thing to do is to drop the players who hate RP (Already doing. We're going to different parts of the state and all.), tell the player that it's her character's decision to get into or stay in combat, and then do my best to maximize RP while minimize beating things. However, I do still want to give her resources, in case that isn't good enough, so that she can could GM her own thing. </p><p></p><p>Thanks for the help!</p><p>Eltern</p></blockquote><p></p>
[QUOTE="Eltern, post: 1660449, member: 5870"] It was pretty late when I posted this last night, so I was pretty tired and didn't completely explain myself for you guys. Sorry about that. ;) In general, as both a player and a DM, I hate thinking of D&D as a wargame/minisgame, but rather think of what I play/run as "a generic roleplaying game, often set in fantasy worlds, that uses the D&D mechanics for resolution of combat, when it comes up." Hope that made sense. I'm a heavy RPer, I guess I'm saying. I like it the most when we go three sessions without rolling a die, and then have a climactic battle with a BBEG, only to have him get the town guard on us because he's the Crown Prince or somesuch. Personally, I think she may be thinking this way (anticombat AND violence, for those that asked) because the last adventure she was in was the Demon's God Fane, which when you get down to it was a small amount of RPing, and then a dungeon crawl. She missed the adventure we just played, the Bastion of Broken Souls, which has a much higher RP to hacknslash ratio. I think in actuality she would be happy with a campaign that was more like the latter, but I don't want to simply brush her off, I would like to give her options/consider her comments/etc. Three things I've thought of: Threat of physical harm is one of the simplest and easiest to work with plot devices out there, I think. Call it a crutch or an old stand by, it's intrinsic to the D&D mechanics because it's intrinsic to the D&D style of adventure. You want to have no possibility of violence or whatever, it would be simplest to either not have numerical rules at all, or use another system (Suggestions I have so far are Amber, 7th Sea, and Storyteller. Any others? I don't really see how GURPS is more helpful than D&D, but then I haven't played it). The decision to engage in physical violence is almost ENTIRELY the PCs choice. This is what really gets me. If the DM puts a dungeon crawl right in front of them, the PCs do NOT have to take it. They can decide to visit their grandmothers or something, and as long as it's in character, that's great! Fantastic, even! Even when faced with an adventure that's supposed to have a fair amount of combat in it (My players don't read: [SPOILER]I intend to run U1-3 and then the Slave Lords megamodule, for reference[/SPOILER]), there are generally plenty of ways to get around violence. Maybe she really has a problem with one or two people in our group who just want to hit things and literally start playing games on their cell phones when something plot-driven comes up. Ok, anyone reading my above statements can see that the best thing to do is to drop the players who hate RP (Already doing. We're going to different parts of the state and all.), tell the player that it's her character's decision to get into or stay in combat, and then do my best to maximize RP while minimize beating things. However, I do still want to give her resources, in case that isn't good enough, so that she can could GM her own thing. Thanks for the help! Eltern [/QUOTE]
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