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<blockquote data-quote="werk" data-source="post: 2797900" data-attributes="member: 29663"><p>Whoa, whoa, whoa, whoa! Hastey much?</p><p>Your advice, strait from the gun, is to abandon hope and run without even trying to figure it out? No way! I fail in blazing glory or I haven't failed!</p><p></p><p>To the OP: It sounds like your players probably haven't been exposed to true roleplaying, and that's what you are doing. They expect standard dungeon crawling hack and slash computer console RPG but you are making them think. Good Job! But just as you feel a bad fit in their campaigns, they are feeling the same. You need to help them to understand their own characters and motivations and lead them into roleplaying. You've exposed them to a whole world of possibilities and they are overwhelmed. They don't know what to do, what is expected, and don't want to 'fail' or look foolish by exposing their ignorance and doing the 'wrong thing' or 'something stupid'. </p><p></p><p>My advice to you: Baby Steps. You need to gradually introduce them to all the things they are now able to do with their characters. How do you do that? Well, I think it comes down to options. They are used to having problem A with solution A, give them that (even if it hurts you). Think of it like a computer RPG game, start out with one or two options (like they are used to), and eventually you want to get to a point where the list of options is too big and the players have to suggest what they want to do. Transition from multiple choice to fill in the blank. </p><p></p><p>Also, try to help them to step into character, specifically with regard to motivation and desire and teach them to roleplay. They need to become the character rather than the person controlling the character, as it is now.</p><p></p><p>I think you have a great opportunity to introduce these players to the bigger-picture roleplaying that you and your wife prefer...you just have to teach them how.</p></blockquote><p></p>
[QUOTE="werk, post: 2797900, member: 29663"] Whoa, whoa, whoa, whoa! Hastey much? Your advice, strait from the gun, is to abandon hope and run without even trying to figure it out? No way! I fail in blazing glory or I haven't failed! To the OP: It sounds like your players probably haven't been exposed to true roleplaying, and that's what you are doing. They expect standard dungeon crawling hack and slash computer console RPG but you are making them think. Good Job! But just as you feel a bad fit in their campaigns, they are feeling the same. You need to help them to understand their own characters and motivations and lead them into roleplaying. You've exposed them to a whole world of possibilities and they are overwhelmed. They don't know what to do, what is expected, and don't want to 'fail' or look foolish by exposing their ignorance and doing the 'wrong thing' or 'something stupid'. My advice to you: Baby Steps. You need to gradually introduce them to all the things they are now able to do with their characters. How do you do that? Well, I think it comes down to options. They are used to having problem A with solution A, give them that (even if it hurts you). Think of it like a computer RPG game, start out with one or two options (like they are used to), and eventually you want to get to a point where the list of options is too big and the players have to suggest what they want to do. Transition from multiple choice to fill in the blank. Also, try to help them to step into character, specifically with regard to motivation and desire and teach them to roleplay. They need to become the character rather than the person controlling the character, as it is now. I think you have a great opportunity to introduce these players to the bigger-picture roleplaying that you and your wife prefer...you just have to teach them how. [/QUOTE]
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