Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
So, whos game is it anyway?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ThoughtBubble" data-source="post: 1231577" data-attributes="member: 9723"><p><strong>Wow. Thanks for the adivice</strong></p><p></p><p>First, thanks to everyone who posted. There was a lot of good insight and advice in there. Even if I don't respond to it later, I've read each post in here at least three times. I also talked some to some of the pepole around here about it. After everything had a chance to sit a while, I decided that I'm going to go ahead and try to run the game. The ideas are ones that, had I not gotten around to making into a campaign, would have found themselves in my notebook, and doubtlessly been pulled out later when I needed a good situation, a good villian, or both.</p><p></p><p>Now, normally I tend to work in a very specific manner. I usually find the starting set of events, leaving plenty of openings. From there, I start to decide the reasons that those events began to happen, and the orginizations and individuals behind them. Typically, I can find out what the NPC's plans are, and how those will affect the party.</p><p> </p><p>I don't want to take the choices away from the players. I don't want to load them down in a world where their actions don't matter. On the other hand, I will work in visiting the aincient mountian palace, the posoned chalice of life, and the path beset by death into the game. Now, hopefully, they'd be willing to make the journey when they find out that's the way to awaken the power needed to defeat the sleeper, but if not, It's a neat place, and can make a comeback elsewhere. </p><p></p><p></p><p></p><p></p><p>Thanks for the encouragement. I think I need to explain this to my players a little more.</p><p></p><p></p><p></p><p></p><p>That aptly describes the situation unfortunately. The dynamics within the group aren't very dynamic. I could go on and on asking questions on how to deal with it. But straight to say, most everyone I've talked to states that it was a bad group to begin with. And boy, I could complain about that for hours. So the first step is to locate people that will have fun with the game that I'm proposing.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>I tried that repeatedly.</p><p>"Thwart evil? Coudln't I just sit in a tavern forever? Evil should come to me."</p><p>For me, the rub is when I ask for specific aspects of what the good guys are like, or will do, and the "yeah, sure" is just a "yeah, sure" until the situation comes up. I don't know how to engage them in the game. I only was able to coax histories out of two of the characters. One was an orphan with no friends or family. The other had a personal history of "Farming sucks, so I joined the army." And unfortunately, that's fairly normal for this group. </p><p></p><p></p><p></p><p></p><p>So, what do you do when, after clearly stating what sort of game is being run, you have players who aren't cooperative?</p><p>And as far as not playing if it's not fun, well that's why I'm not playing anymore.</p><p></p><p></p><p></p><p></p><p>I've slowly began to learn how to improvise. That started up right around the time the river nearly TPKed my players. Fortunately, I knew abou what the villians were planning. So when their unconcious bodies washed up ashore, they were found by the disgused villian in the town, who ransomed them off to an enemy of the party. They woke up, bound in a basement, as their enemies came for them. That wound up being an awesome session. Fear the chair leg of justice!</p><p></p><p></p><p>As far as the specific game goes, I talked to my favorite player out of the other group, and he seemed up for the idea. In fact, he seemed to like the idea of a more focused game.</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 1231577, member: 9723"] [b]Wow. Thanks for the adivice[/b] First, thanks to everyone who posted. There was a lot of good insight and advice in there. Even if I don't respond to it later, I've read each post in here at least three times. I also talked some to some of the pepole around here about it. After everything had a chance to sit a while, I decided that I'm going to go ahead and try to run the game. The ideas are ones that, had I not gotten around to making into a campaign, would have found themselves in my notebook, and doubtlessly been pulled out later when I needed a good situation, a good villian, or both. Now, normally I tend to work in a very specific manner. I usually find the starting set of events, leaving plenty of openings. From there, I start to decide the reasons that those events began to happen, and the orginizations and individuals behind them. Typically, I can find out what the NPC's plans are, and how those will affect the party. I don't want to take the choices away from the players. I don't want to load them down in a world where their actions don't matter. On the other hand, I will work in visiting the aincient mountian palace, the posoned chalice of life, and the path beset by death into the game. Now, hopefully, they'd be willing to make the journey when they find out that's the way to awaken the power needed to defeat the sleeper, but if not, It's a neat place, and can make a comeback elsewhere. Thanks for the encouragement. I think I need to explain this to my players a little more. That aptly describes the situation unfortunately. The dynamics within the group aren't very dynamic. I could go on and on asking questions on how to deal with it. But straight to say, most everyone I've talked to states that it was a bad group to begin with. And boy, I could complain about that for hours. So the first step is to locate people that will have fun with the game that I'm proposing. I tried that repeatedly. "Thwart evil? Coudln't I just sit in a tavern forever? Evil should come to me." For me, the rub is when I ask for specific aspects of what the good guys are like, or will do, and the "yeah, sure" is just a "yeah, sure" until the situation comes up. I don't know how to engage them in the game. I only was able to coax histories out of two of the characters. One was an orphan with no friends or family. The other had a personal history of "Farming sucks, so I joined the army." And unfortunately, that's fairly normal for this group. So, what do you do when, after clearly stating what sort of game is being run, you have players who aren't cooperative? And as far as not playing if it's not fun, well that's why I'm not playing anymore. I've slowly began to learn how to improvise. That started up right around the time the river nearly TPKed my players. Fortunately, I knew abou what the villians were planning. So when their unconcious bodies washed up ashore, they were found by the disgused villian in the town, who ransomed them off to an enemy of the party. They woke up, bound in a basement, as their enemies came for them. That wound up being an awesome session. Fear the chair leg of justice! As far as the specific game goes, I talked to my favorite player out of the other group, and he seemed up for the idea. In fact, he seemed to like the idea of a more focused game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
So, whos game is it anyway?
Top