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Please help me understand my players.
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<blockquote data-quote="Speaks With Stone" data-source="post: 834921" data-attributes="member: 375"><p>Well, since I last posted we have run several game nights without a hitch. I basically decided that the real problem was a miscommunication between player and GM more than anything else. The rogue has recognized that he was letting his Machivellian (sp?) personality run too much amok, especially considering the other two characters are being run very passively - so there is no real check on the rogues' suggestions. They both sort of signed on board for the low RP idea, while the rogue went real far the other direction and was basically dragging them along his tangents.</p><p></p><p>The rogue is still pretty much driving all party decisions as the player tends to be fairly forceful of personality and while one of the other players can be fairly strong willed, he has specifically made a character who is a follower. I've found that I can control him through his familiar, because the character readily admits that the familiar is smarter than he is-while not necessarily being true <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> - he belives it.</p><p></p><p>But like I said, the rogue is toning it down some and trying to play the style he wants without being so evil. He's still the manipulator, but he's following the plot hooks and engaging the adventure. </p><p></p><p>We were out of the city last week and things went much better. I plan on getting them out of town on a more permanent basis in the near future. We are nearing the end of the modules and I'm going to get back into some more home brew stuff related to the original adventure I had planned.</p><p></p><p>Thanks for the help and comments. </p><p></p><p>As to just rolling with the players and constructing the adventure around them, that's a lot like what my last few campaigns were like. I normally set up a hot bed of activity, give the characters connections/motivations to investigate different things and then just see where they take it. That probably contributed to the problems in this one as the style was different - though a difference that was asked for and pointed out from the get go.</p><p></p><p>Thanks again.</p></blockquote><p></p>
[QUOTE="Speaks With Stone, post: 834921, member: 375"] Well, since I last posted we have run several game nights without a hitch. I basically decided that the real problem was a miscommunication between player and GM more than anything else. The rogue has recognized that he was letting his Machivellian (sp?) personality run too much amok, especially considering the other two characters are being run very passively - so there is no real check on the rogues' suggestions. They both sort of signed on board for the low RP idea, while the rogue went real far the other direction and was basically dragging them along his tangents. The rogue is still pretty much driving all party decisions as the player tends to be fairly forceful of personality and while one of the other players can be fairly strong willed, he has specifically made a character who is a follower. I've found that I can control him through his familiar, because the character readily admits that the familiar is smarter than he is-while not necessarily being true :) - he belives it. But like I said, the rogue is toning it down some and trying to play the style he wants without being so evil. He's still the manipulator, but he's following the plot hooks and engaging the adventure. We were out of the city last week and things went much better. I plan on getting them out of town on a more permanent basis in the near future. We are nearing the end of the modules and I'm going to get back into some more home brew stuff related to the original adventure I had planned. Thanks for the help and comments. As to just rolling with the players and constructing the adventure around them, that's a lot like what my last few campaigns were like. I normally set up a hot bed of activity, give the characters connections/motivations to investigate different things and then just see where they take it. That probably contributed to the problems in this one as the style was different - though a difference that was asked for and pointed out from the get go. Thanks again. [/QUOTE]
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