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<blockquote data-quote="fba827" data-source="post: 4987484" data-attributes="member: 807"><p>When you say you're giving the player suggestions/tips, it kind of depends on how you're doing it. if during the scenario, he(assuming a he) moves to a spot and you tell him 'are you sure you want to do that, how about here instead for better cover' then that could get annoying ('why is the dm trying to play my pc?') -- so i'd suggest making more nonspecific situation comments to the group. "So i'm noticing some of you run out of surges fast and it's bothering you -- are there ways the group can address it?"</p><p></p><p>ultimately, that sort of question usually comes full circle to talk about things you may have already been suggesting (like don't let the rogue get his rear in such tight spots to begin with) but it puts the conversation in their hands and allows some of the other people to mention stuff without it coming from you.</p><p></p><p>alternatively, give his -character- reason to want to stick with the party. some sort of mark of justice effect (for his crime he has to hang within a certain distance of an official... if someone in the party is an official). or maybe he meets someone/greater being/npc that gives him a personal quest and that personal quest gives him in-character reasons to want to hang around the other pcs. maybe he has to guard a certain other pc because their destinies are tied together and it will bring him great rewards in the future. maybe he's asked to spy on a certain other pc and report back every night using a special one-way communication stone until he receives further instructions (of course, he may never get those further instructions or it could be a plot device for later on, hopfully after he's learned the lesson of 'hang around the party if you want to live')</p><p></p><p></p><p>how well this (or any suggestion) works depends on the personalities of your players and also on what sort of relationship they have amongst each other. - sotake any of these ideas with a grain of salt... <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=":)" /></p></blockquote><p></p>
[QUOTE="fba827, post: 4987484, member: 807"] When you say you're giving the player suggestions/tips, it kind of depends on how you're doing it. if during the scenario, he(assuming a he) moves to a spot and you tell him 'are you sure you want to do that, how about here instead for better cover' then that could get annoying ('why is the dm trying to play my pc?') -- so i'd suggest making more nonspecific situation comments to the group. "So i'm noticing some of you run out of surges fast and it's bothering you -- are there ways the group can address it?" ultimately, that sort of question usually comes full circle to talk about things you may have already been suggesting (like don't let the rogue get his rear in such tight spots to begin with) but it puts the conversation in their hands and allows some of the other people to mention stuff without it coming from you. alternatively, give his -character- reason to want to stick with the party. some sort of mark of justice effect (for his crime he has to hang within a certain distance of an official... if someone in the party is an official). or maybe he meets someone/greater being/npc that gives him a personal quest and that personal quest gives him in-character reasons to want to hang around the other pcs. maybe he has to guard a certain other pc because their destinies are tied together and it will bring him great rewards in the future. maybe he's asked to spy on a certain other pc and report back every night using a special one-way communication stone until he receives further instructions (of course, he may never get those further instructions or it could be a plot device for later on, hopfully after he's learned the lesson of 'hang around the party if you want to live') how well this (or any suggestion) works depends on the personalities of your players and also on what sort of relationship they have amongst each other. - sotake any of these ideas with a grain of salt... :) [/QUOTE]
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