Players: How do you take initiative in spurring plot/action, when DM does not?

As a player it is simple for me - I write the motivations of my PC in my background, so that the DM knows how he can persuade/force my PC to undertake an adventure. I usually also take easily motivated PCs - either eager to do good, or after wealth.
If there are still problems I talk or write to the DM and offer solutions.

Now, if it seems the DM is stumped for a course of action during a session I often use leading questions or remarks like "I hope there will not a barroom brawl happening right after I order and enter the inn." or "Does anyone look like he noticed my purse?" or even "No one bothering me? Seizing me up?" and "As long as the guard captain is not the brightest chip of the block he should not notice the minor discrepancies in our story. So, is he a half-orc, hm?", fishing for a little trouble or excitement to liven things up.

As a DM I usually take care to make it clear to a player that he has to have PC compatible with the party who will not require too much of an effort to get into an adventure. Having superiours able to order a PC around, having goals and life-long quests that will prompt the PC to track down and check out rumors and hooks, or just a curious mind or a tendency to get into trouble all make for good PCs in my book.
 

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Maturity

One of the requirements of being a player is a certain degree of maturity. There are a couple of routes to go for every player, but most people will stick to their own personality types - leaders and followers.

Leader player - this guy (or gal) plays characters that end up directing a great deal of the parties actions through force of personality. I'm not talking about jumping up and down on the table and saying I am in charge (a la Gen. Haig) - more this is just a result of their ability to make snap decisions and roll with the punches.

Followers - those whose personality does not lend them to 'step up' and take an active roll in the party. They will follow the lead of another player - this is a reflection of their assertiveness (or lack of) in real life.

Now this is not about character types - this is player types. And the original question was what do players do to spur on the plot. I have been a destructive force in a game (and the followers mis-behaved as well) and burned a GM and destroyed the campaign. I have also been a reasoned, controlling force in a game (and the sheep jumped on board positively) and the game has gone quite well for many months. Players have some responsibility to the game, and your GM will be better able to handle the flow if you are yourself.

As a Gm, I say play your character. Based on your background and what we've determined are your goals, just do what you think your character does. A decent GM can take those cues and run with it.

So what does the player do to generate momentum? (Besides kill every named NPC in the module - classic 1980s D&D play - I love it :D ) The best thing a player can do is be asertive - do what you want. If you go around cutting off heads, the GM will deal with you. If you advance your motivations and tie them into the presented plot, the GM will deal with you. Which 'deal' would you prefer?

Ron
 

candidus_cogitens said:
As a player, have you ever heard your PC saying to himself, "So . . . what does this strange newcomer in the Inn have to do with me? I could care less"? Or maybe . . . "I see no reason to risk my life to save this village. I just want to pick people's pockets and seek treasure!" Or . . . "Why shouldn't we leave these kobolds alone to mind their own business?"

If the DM gives no guidance whatsoever, then I sympathize.

But, as a DM, this is one of my pet-peeves: "role-playing" performed in such a way as to preclude gaming. If you don't want to play D&D, go home. Otherwise, do your DM a solid and think of a reason for your character to want to be involved. It is a shared story, after all, and everyone has to share the burden of making it work.
 


Joshua Dyal said:

I didn't say having the same alignment makes characters compatible. Alignment is a very shallow description of a characters motivations and goals, if it ends up being a description of that at all -- many players don't play their alignment well anyway.

.....
Well, you've addressed my first point as if it was the sum total of my argument, while conveniently ignoring my second point

Joshua, I am afraid my message did not come across as I intended it. I did not mean to put words in your mouth, to ignore your very insightful points, or to argue with you in any way. I think your ideas are quite good. I was just trying to express the difficulties I have had in accomplishing those things.

Hey man, no offense eh? :)
 

candidus_cogitens said:

This reminds me of the reality of the fact that players who do not go along with the DM's plans often end up dead. Booting the door is a great way to meet that end. And of course, going solo in a different direction from the rest of the party is a tried and true method as well.

Yeah, but I'll tell you, it's a heck of a lot more fun than sitting there for 45 minutes while other players chase their own tails, waiting for the DM to spoon feed them what they should do next. I play in a game occasionally where the group has a bad habit of obsessing on one room, just sitting there, not doing anything. It drives me nuts. Last game, I finally decided to start booting open doors - and as a result, everyone focused and the game got fun again.

I think the secret is, pressing on when the game stalls is a good thing that most DMs appreciate. Pressing on just to annoy the DM when interesting things are already happening is a bad thing.
 

arwink said:
quote:
--------------------------------------------------------------------------------
Originally posted by Wulf Ratbane
HOW TO TAKE ACTION IN FOUR EASY STEPS:
Whizz on the altars.

--------------------------------------------------------------------------------

Dang, always knew I was forgetting something :)

Alternately, if you are playing a half-orc, you may choose to lick the altars-- just make sure that you take action BEFORE your altar-whizzing cohorts.


Wulf
 

I think the secret is, pressing on when the game stalls is a good thing that most DMs appreciate. Pressing on just to annoy the DM when interesting things are already happening is a bad thing.

That's very true.

Player's driving the plot is also very helpful to the DM that has not had time to plan things out and is just winging it.
 


Joshua Dyal said:
1) During character creation, make sure that the party is "compatible" -- the characters all have a reason to stick around together with each other, at least.

2) Also, during creation, make sure (and this requires some DM help) that the characters are compatible with the premise of the campaign. If the DM wants to have you saving the kingdom, you can't very well have characters who are secretly plotting to destroy it, for instance.

I'd go one step beyond Joshua on this and give the PCs a 'Purpose' - that is make the Players come up with a good reason why their Characters are 'here' (in the DMs setting) now working alongside the other PCs. Its the step that comes after the PC Background and Motivation and covers the Party Background and Motivation

Once this Purpose is clearly stated and understood the campaign should be built inorder to match the Partys Purpose. The PCs can still follow their individual traits and side adventures and diversions can take place but the whole will be motivated by achieving the Purpose whatever it might be...
 

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