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Players Bored Because of their own Playing Habits
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1695280" data-attributes="member: 16936"><p>Always a good idea; and if you're going to do this, go all-out and have a pre-game briefing, too.</p><p></p><p>Seriously, if you're going to do an adventure where you plan on challenging the usual habits and assumptions of the players and hope to provide them with the opportunity to try doing different things instead, you're setting yourself up for failure if you don't at least <em>mention</em> your plan to them in advance.</p><p></p><p>Because GMs have habits, too, and players eventually learn to recognize those quirks and work around them. If you've been playing NPCs as unnecessarily cryptic, generally unhelpful, and usually adversarial in all your previous games, don't be surprised when the PCs just pull swords and maim NPCs rather than waste time interviewing them. If the police in your games have routinely hassled PCs, doubted their word, told them to leave the investigation to the professionals, and written them parking tickets, your fancy new resolution to have the cops in this new game be helpful and effective won't matter. If PCs who tried to amass some kind of in-game power (running a town or organization of some kind) have been raked over the coals for it (getting only the problems of being in charge and none of the perks), you shouldn't be expecting to see many more PCs who are interested in that kind of thing.</p><p></p><p>But if you tell them before they even sit down to play that <em>this</em> game is different (and if you aren't lying to them 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=";)" />), you might get a few of them to try stepping outside the boundaries you both have established for "normal" play. Let them know you want to do a different kind of campaign, let them know the kinds of things you plan on doing differently, and let them know that you actually want <em>them</em> to do something different, too. Otherwise, I can practically guarantee that no one will notice and nothing will change.</p><p></p><p>Unless you're all mind-readers, anyway.</p><p></p><p>--</p><p>it's amazing how many gaming problems having a psychic hive-mind will solve</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1695280, member: 16936"] Always a good idea; and if you're going to do this, go all-out and have a pre-game briefing, too. Seriously, if you're going to do an adventure where you plan on challenging the usual habits and assumptions of the players and hope to provide them with the opportunity to try doing different things instead, you're setting yourself up for failure if you don't at least [i]mention[/i] your plan to them in advance. Because GMs have habits, too, and players eventually learn to recognize those quirks and work around them. If you've been playing NPCs as unnecessarily cryptic, generally unhelpful, and usually adversarial in all your previous games, don't be surprised when the PCs just pull swords and maim NPCs rather than waste time interviewing them. If the police in your games have routinely hassled PCs, doubted their word, told them to leave the investigation to the professionals, and written them parking tickets, your fancy new resolution to have the cops in this new game be helpful and effective won't matter. If PCs who tried to amass some kind of in-game power (running a town or organization of some kind) have been raked over the coals for it (getting only the problems of being in charge and none of the perks), you shouldn't be expecting to see many more PCs who are interested in that kind of thing. But if you tell them before they even sit down to play that [i]this[/i] game is different (and if you aren't lying to them about that ;)), you might get a few of them to try stepping outside the boundaries you both have established for "normal" play. Let them know you want to do a different kind of campaign, let them know the kinds of things you plan on doing differently, and let them know that you actually want [i]them[/i] to do something different, too. Otherwise, I can practically guarantee that no one will notice and nothing will change. Unless you're all mind-readers, anyway. -- it's amazing how many gaming problems having a psychic hive-mind will solve ryan [/QUOTE]
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