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General Tabletop Discussion
*TTRPGs General
Players: How do you take initiative in spurring plot/action, when DM does not?
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<blockquote data-quote="Sakzilla" data-source="post: 516111" data-attributes="member: 6105"><p><strong>Maturity</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Now this is not about <em>character</em> 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.</p><p></p><p>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.</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":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?</p><p></p><p>Ron</p></blockquote><p></p>
[QUOTE="Sakzilla, post: 516111, member: 6105"] [b]Maturity[/b] 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 [I]character[/I] 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 [/QUOTE]
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Players: How do you take initiative in spurring plot/action, when DM does not?
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