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Players refusing to play within GM's ruling/narrative?
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<blockquote data-quote="SiderisAnon" data-source="post: 3137901" data-attributes="member: 44949"><p><strong>Heroes Shouldn't Be Passive</strong></p><p></p><p>I have had similar problems with player who would rather roll the dice than do any roleplaying at all. It's very frustrating as a DM, becuase while the dice are great for dealing with minor encounters or things which do not effect the major plotlines, the players should at least TRY to roleplay their way through anything that has a major effect -- and it sounds like losing this job would be a major effect. (Now, this doesn't mean that player cannot come up with some ideas and plans, then supplement their roleplaying with the dice. Sure, Bob doesn't know how much to bribe the studio exec to get the movie deal, but a decent Diplomacy roll might just mean that his character does.)</p><p></p><p>However, I do not think that the real problem here is about the rolling versus roleplaying. The real problem here is that the player decided that they were going to decide how the plot and game were going to play out. The players are part of the story, but the DM is the storyteller and one single player cannot simple decide, "No, we're not going to play out the hole I dug myself into." It's up to the DM to take control of their game and move things along. If the player still refuses to play out the hole they've dug, then the DM should warn them that using a die roll will always produce suboptimal results when compared to trying to roleplay it out or at least come up with ideas on their own. After all, the player got themselves INTO the situation, now they have to get themselves OUT of the situation.</p><p></p><p>Then if the player is determined not to do any work and just let the dice decide, let them roll. Just remember that since the player refused to put any work into this, they should not gain ANY benefit from this. Sure, they may get to keep their job, but they've missed out on all the possible advantages. Now, they're the guy who bet his job and didn't get fired, but nobody really cares and it will soon be forgotten. If they'd played it out, they're the problem solver who bet their job and then darn well came through for the company. </p><p></p><p>Think about the real world business environment. Rolling it out is being passive. Playing it out is being active. Which one are you going to want to call for the big jobs with the big bonuses? The active guy. (That's why they're the "heroes" after all.)</p><p></p><p>The truth is, the players could have turned this into a really interesting opportunity. I have seen my Shadownrun players turn less of a hook into something that they controlled with their own creativity. That's generally more memorable to the players anyway, because it was THEIR adventure because they got themselves into it.</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 3137901, member: 44949"] [b]Heroes Shouldn't Be Passive[/b] I have had similar problems with player who would rather roll the dice than do any roleplaying at all. It's very frustrating as a DM, becuase while the dice are great for dealing with minor encounters or things which do not effect the major plotlines, the players should at least TRY to roleplay their way through anything that has a major effect -- and it sounds like losing this job would be a major effect. (Now, this doesn't mean that player cannot come up with some ideas and plans, then supplement their roleplaying with the dice. Sure, Bob doesn't know how much to bribe the studio exec to get the movie deal, but a decent Diplomacy roll might just mean that his character does.) However, I do not think that the real problem here is about the rolling versus roleplaying. The real problem here is that the player decided that they were going to decide how the plot and game were going to play out. The players are part of the story, but the DM is the storyteller and one single player cannot simple decide, "No, we're not going to play out the hole I dug myself into." It's up to the DM to take control of their game and move things along. If the player still refuses to play out the hole they've dug, then the DM should warn them that using a die roll will always produce suboptimal results when compared to trying to roleplay it out or at least come up with ideas on their own. After all, the player got themselves INTO the situation, now they have to get themselves OUT of the situation. Then if the player is determined not to do any work and just let the dice decide, let them roll. Just remember that since the player refused to put any work into this, they should not gain ANY benefit from this. Sure, they may get to keep their job, but they've missed out on all the possible advantages. Now, they're the guy who bet his job and didn't get fired, but nobody really cares and it will soon be forgotten. If they'd played it out, they're the problem solver who bet their job and then darn well came through for the company. Think about the real world business environment. Rolling it out is being passive. Playing it out is being active. Which one are you going to want to call for the big jobs with the big bonuses? The active guy. (That's why they're the "heroes" after all.) The truth is, the players could have turned this into a really interesting opportunity. I have seen my Shadownrun players turn less of a hook into something that they controlled with their own creativity. That's generally more memorable to the players anyway, because it was THEIR adventure because they got themselves into it. [/QUOTE]
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