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General Tabletop Discussion
*Dungeons & Dragons
Official material to help character motivation/party cohesion
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<blockquote data-quote="Scott Christian" data-source="post: 8703016" data-attributes="member: 6901101"><p>I think meeting for the first time and trusting works fine if you have players that think in those terms. Trust will come with time, and it is a nice character arc that plays out. It even allows the PCs to tell their story to the others, and it can be gripping at times. But again, it is the players mixing with DM finesse. Which leads to...</p><p>Many players starting a new campaign often come with backstories where one knows the other well: sisters, brothers, cousins, lifelong friends, etc. But DM prep makes almost any situation work. Once the DM knows the group (both players and PCs), they can add subtle things, interesting encounters that require skill building, and narrate as such to make it a point.</p><p>DM: The lighthouse window is open but way to high up for you to reach.</p><p>Player 1: Can I climb?</p><p>DM: You are unsure why, but the walls are actually secreting an oily substance. It seems very odd.</p><p>Player 2: Can I throw player 1 up there?</p><p>DM: You can try.</p><p>They try.</p><p>DM: As you go in the window, you can see player 2 watching carefully. It looks like they are worried or wondering if they have to catch you if you miss. </p><p>That last bit of narration, done by the DM or the player, is a small building block of cohesion. It's subtle. A few words. But added up, it really does work. Watch PCs that use the word "we" instead of "I" and you will see cohesion build.</p><p></p><p>In the end, it is the DM's job. It takes time. It also takes a willingness to focus on cohesion, which inevitably, takes from something else. But if it is important to the group, then they should be doing it. </p><p></p><p>And then there are groups that will never be cohesive; be it outside differences, players not wanting to play with someone in the group, etc. Real life has an effect too.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8703016, member: 6901101"] I think meeting for the first time and trusting works fine if you have players that think in those terms. Trust will come with time, and it is a nice character arc that plays out. It even allows the PCs to tell their story to the others, and it can be gripping at times. But again, it is the players mixing with DM finesse. Which leads to... Many players starting a new campaign often come with backstories where one knows the other well: sisters, brothers, cousins, lifelong friends, etc. But DM prep makes almost any situation work. Once the DM knows the group (both players and PCs), they can add subtle things, interesting encounters that require skill building, and narrate as such to make it a point. DM: The lighthouse window is open but way to high up for you to reach. Player 1: Can I climb? DM: You are unsure why, but the walls are actually secreting an oily substance. It seems very odd. Player 2: Can I throw player 1 up there? DM: You can try. They try. DM: As you go in the window, you can see player 2 watching carefully. It looks like they are worried or wondering if they have to catch you if you miss. That last bit of narration, done by the DM or the player, is a small building block of cohesion. It's subtle. A few words. But added up, it really does work. Watch PCs that use the word "we" instead of "I" and you will see cohesion build. In the end, it is the DM's job. It takes time. It also takes a willingness to focus on cohesion, which inevitably, takes from something else. But if it is important to the group, then they should be doing it. And then there are groups that will never be cohesive; be it outside differences, players not wanting to play with someone in the group, etc. Real life has an effect too. [/QUOTE]
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