kengar
First Post
I have a tough choice to make and was wondering if any other DMs had some advice.
So far, my current 3e campaign has been a fairly standard set of dungeon crawls. I've thrown in a few hooks for later plot development and a couple interesting NPC's. It's a fairly large group of players for me to DM (5). The problem I've been having is the eternal hacknslash v. roleplaying.
Some of the players just want to hit the dungeon, kill the nasties and get the loot/experience. A couple of them, one in particular, wants to RP more. Because it's a large group it can be a challenge to keep things moving so I try to minimize "downtime." The problem there is it reduces time that the RP-ers can use to flesh out characters, deal with NPC's, etc. If I spend too long letting the RP-ers "yak it up", the hacknslashers get bored and impatient. I've tried striking a balance, but lately (the last couple sessions), it feels like it's been too HS, not enough RP.
So I read about this idea; a neat plot twist that requires a player to secretly take on a different role. Basically the doppleganger scenario; but the player runs the creature and tries to keep it secret from the rest of the party. A neat RP opportunity for a player and something different from the usual party v. monster routine. It probably wouldn't be more than a side plot for a few sessions; depending on how clever folks are. My question is; should I give this "role" to the RP-er or should I give the chance to a HS-er in an attempt to "teach" them that RP can be fun, too?
In the first case, the RP-er would enjoy the stretch and get to mess with the other characters a little. The problem is it probably wouldn't affect any long term change in the other players style and the original problem won't go away. In the second case, the hackslasher could screw it up and make a mess of it, but if they tried, they might find it a lot of fun and learn to enjoy RP a bit more.
I'm stuck, any ideas?
So far, my current 3e campaign has been a fairly standard set of dungeon crawls. I've thrown in a few hooks for later plot development and a couple interesting NPC's. It's a fairly large group of players for me to DM (5). The problem I've been having is the eternal hacknslash v. roleplaying.
Some of the players just want to hit the dungeon, kill the nasties and get the loot/experience. A couple of them, one in particular, wants to RP more. Because it's a large group it can be a challenge to keep things moving so I try to minimize "downtime." The problem there is it reduces time that the RP-ers can use to flesh out characters, deal with NPC's, etc. If I spend too long letting the RP-ers "yak it up", the hacknslashers get bored and impatient. I've tried striking a balance, but lately (the last couple sessions), it feels like it's been too HS, not enough RP.
So I read about this idea; a neat plot twist that requires a player to secretly take on a different role. Basically the doppleganger scenario; but the player runs the creature and tries to keep it secret from the rest of the party. A neat RP opportunity for a player and something different from the usual party v. monster routine. It probably wouldn't be more than a side plot for a few sessions; depending on how clever folks are. My question is; should I give this "role" to the RP-er or should I give the chance to a HS-er in an attempt to "teach" them that RP can be fun, too?
In the first case, the RP-er would enjoy the stretch and get to mess with the other characters a little. The problem is it probably wouldn't affect any long term change in the other players style and the original problem won't go away. In the second case, the hackslasher could screw it up and make a mess of it, but if they tried, they might find it a lot of fun and learn to enjoy RP a bit more.
I'm stuck, any ideas?