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*TTRPGs General
Role playing to the detriment of the game
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<blockquote data-quote="Afrodyte" data-source="post: 4469467" data-attributes="member: 8713"><p>I understand situations like this to be a problem with passive players.</p><p></p><p>No matter how in-depth the concept, if a player does not come up with motivations to act within the world (not the same as the adventure the GM comes up with), it's like pulling teeth to get them involved. Characters need motives for what they do, or the GM will always have to "force" the players into an adventure. Or players may have to "water down" their characters just to be able to cooperate.</p><p></p><p>Besides needing reasons to act in the world, PCs need a reason to interact with each other (not just NPCs) beyond the elite commando unit paradigm. Speaking for myself, if my deepest connection to the party comes from my character sheet, I'll get bored very quickly.</p><p></p><p>When I GM, I like players who are more like co-creators or partners instead of puppets on a stage or subordinates. I'm happiest when I'm helping them tell their own stories instead of trying to impose a plot on them. I need that personal element to feel really engaged with a game. It does take a willingness to invest time to find out and take advantage of what PCs want, need, and hope for.</p><p></p><p>But it's worth it.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 4469467, member: 8713"] I understand situations like this to be a problem with passive players. No matter how in-depth the concept, if a player does not come up with motivations to act within the world (not the same as the adventure the GM comes up with), it's like pulling teeth to get them involved. Characters need motives for what they do, or the GM will always have to "force" the players into an adventure. Or players may have to "water down" their characters just to be able to cooperate. Besides needing reasons to act in the world, PCs need a reason to interact with each other (not just NPCs) beyond the elite commando unit paradigm. Speaking for myself, if my deepest connection to the party comes from my character sheet, I'll get bored very quickly. When I GM, I like players who are more like co-creators or partners instead of puppets on a stage or subordinates. I'm happiest when I'm helping them tell their own stories instead of trying to impose a plot on them. I need that personal element to feel really engaged with a game. It does take a willingness to invest time to find out and take advantage of what PCs want, need, and hope for. But it's worth it. [/QUOTE]
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