So we're in a ship drawing from the deck of many things. You know, everyday stuff, when the group power gamer takes his turn to draw.
He's a half-orc barbarian with 20 str and a great sword. Just basically kills stuff with his great stats (18, bunch of 15's. He's pretty smart for a barbarian/half orc. So lots of potential that he doesn't care to realize)
So he says "I'll draw 4 cards!" and proceeds to draw horrible card after horrible card. Finally resulting in his soul being ripped from his body and sent to who knows where. Our party cleric prays to his god in a last ditch effort to save him (we're no where powerful enough to do anything else) the DM asks the cleric to roll a percentage die, and he rolls extremely high on the % dice and the great god Kool-Aid (did I forget to mention our cleric was the cleric of 'fun'?) comes and summons his soul back into his body under certain conditions.
Now the barb who used to be CN is now LG and probably going to take levels in paladin (serving Kool-Aid). Hopefully he'll take on this new role of god's hand in the mortal realm and step up his involvement outside of battle. After the initial shock/"you can't do this to me" statements, the player actually started to like the idea and the possibilities it represented. Role Playing oppurtunities, not just ways to increase damage. We told him about the immunity to diseases(if he became a paladin) which he quickly figured meant immunity to STD's which I'm sure he'll make liberal use of in the next few gaming sessions (god of fun and all
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The main reason he went along with this was because the DM encourages Role Playing. Initially, everyone got to roll stats as usual (4d6, drop lowest one, rerolling 1's, choosing where to put stats), as well as bonuses like getting to re-roll if the total bonuses were low. After that, it becomes a lot worse, with a character getting 3d6 to roll, and he gets what he gets where he got them. Good Role Playing would get the DM to loosen up, starting with re-rolling of ones, then choosing where stats go, and so on. If a Player did very well, they could even end up with major bonuses, like 5d6 and rerolling of 2's. Needless to say, the Player in question did not role play at all. So he was given the option of rolling his stats first, to see what he would be working with if he didn't accept the Kool-Aid god's offer. The stats he rolled for a 'new character' had two fifteens, with the lowest stat being a 9, and yet this was enough to scare him into complying with the Big Man.
Have any of you guys turned a powergamer into a roleplayer with any success? I mean, having a player who never even created a paragraph backstory before sit down and think about a history for their character and such.
He's a half-orc barbarian with 20 str and a great sword. Just basically kills stuff with his great stats (18, bunch of 15's. He's pretty smart for a barbarian/half orc. So lots of potential that he doesn't care to realize)
So he says "I'll draw 4 cards!" and proceeds to draw horrible card after horrible card. Finally resulting in his soul being ripped from his body and sent to who knows where. Our party cleric prays to his god in a last ditch effort to save him (we're no where powerful enough to do anything else) the DM asks the cleric to roll a percentage die, and he rolls extremely high on the % dice and the great god Kool-Aid (did I forget to mention our cleric was the cleric of 'fun'?) comes and summons his soul back into his body under certain conditions.
Now the barb who used to be CN is now LG and probably going to take levels in paladin (serving Kool-Aid). Hopefully he'll take on this new role of god's hand in the mortal realm and step up his involvement outside of battle. After the initial shock/"you can't do this to me" statements, the player actually started to like the idea and the possibilities it represented. Role Playing oppurtunities, not just ways to increase damage. We told him about the immunity to diseases(if he became a paladin) which he quickly figured meant immunity to STD's which I'm sure he'll make liberal use of in the next few gaming sessions (god of fun and all

The main reason he went along with this was because the DM encourages Role Playing. Initially, everyone got to roll stats as usual (4d6, drop lowest one, rerolling 1's, choosing where to put stats), as well as bonuses like getting to re-roll if the total bonuses were low. After that, it becomes a lot worse, with a character getting 3d6 to roll, and he gets what he gets where he got them. Good Role Playing would get the DM to loosen up, starting with re-rolling of ones, then choosing where stats go, and so on. If a Player did very well, they could even end up with major bonuses, like 5d6 and rerolling of 2's. Needless to say, the Player in question did not role play at all. So he was given the option of rolling his stats first, to see what he would be working with if he didn't accept the Kool-Aid god's offer. The stats he rolled for a 'new character' had two fifteens, with the lowest stat being a 9, and yet this was enough to scare him into complying with the Big Man.
Have any of you guys turned a powergamer into a roleplayer with any success? I mean, having a player who never even created a paragraph backstory before sit down and think about a history for their character and such.