The stupid expectations of some DMs...

Re: Re: The stupid expectations of some DMs...

reapersaurus said:
I'm sorry, but there'd BETTER be a damn good reason why my character's going to risk his neck out there.
Most DM's (again, in my experience) lean too much on the meta-gaming knowledge that you're playing an 'adventuring' character.

I disagree, and I've told my players as much. I've got enough work to do without making sure that all the PCs are sufficiently motivated.

I tell my players that it's their job to come up with characters who are motivated to risk their necks. If they come up with interesting, cool motivations ("I despise djinn, and will do whatever I can to kill them", "I'm looking for a way to bring peace between humans and orcs by setting up trade routes," "My wizard father pulled my soul from my sickly body and implanted it in the body of a strapping young farmworker, and I'm running away from my dad because that scares the bejesus out of me"), I'll try to use the specific motivation.

Otherwise, they need to have a basic motivation that I can draw on. I run fairly character-centered storylines, but I'm not going to pick up the PCs and hurl them into adventure: if they don't start with a motivation, I can't give them one.

Daniel
 

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Otherwise, they need to have a basic motivation that I can draw on. I run fairly character-centered storylines, but I'm not going to pick up the PCs and hurl them into adventure: if they don't start with a motivation, I can't give them one.
Yes, makes a lot of sense. In fact, Tracy Hickman wrote a short article on basic PC motivations which might be useful to give out to players. It's taken from the following site:
http://www.dmshaven.freeservers.com/fourgees.html
THE FOUR G's
Tracy Hickman says, KICK THE DAMN DOOR IN!!!

In the roleplaying campaigns I run, I have adapted what I call the Four G's: the basics behind every character's concept. To make a tabletop roleplaying game exciting, well-paced and interesting, characters need basic motivations that will be the inherent reason why they seek out adventure (an otherwise suicidal pastime) which is the main focus of any roleplaying game. Adventure does not have to be about just hacking things up or talking to merchants for days on end, but whatever it is that gets player's characters UP AND GOING!

GOLD: At the root of this PC's motivation is a desire for riches. It doesn't matter what game you're playing: riches, as defined in your game, are sought. Whatever will be done with them is the player's own ideals, but the mere fact that it has to be collected should spur most PC's, and the best way to continue this (if ever the PC "has enough money") is either strive for such lofty goals the PC could never reach them, or find very expensive hobbies or tastes so there will never be too much!

GUTS: Your character is out to prove himself in a world which somehow defied him. It might be the PC with the doubts, it might be an entire town who turned their backs on him, or even a member of the opposite sex. This can be proven in many, many ways. There can be goals of conquests: land, monster kills, or truths. You might want to become the best of his or her profession. A character might have such high goals that it might be a spiritual level the PC seeks that will be forever beyond his reach, but the journey which proves his worthiness in his own eyes.

GLORY: Your PC is not so much out to prove something as he is to show off. You may already think you are the best, now you are going to face the world head on and prove it! Everyone will look upon you as a model individual. Students will seek you out. Royalty and dignitaries will ask your council. Children will call your name and bards write about your exploits. In time this quest for glory can be looked upon as unselfish and gallant and others like a braggart or a hog. Perhaps part of the journey will be dealing with how this fame will affect your PC as he grows.

GOODNESS: You may simply wish to fight the good fight, serve goodness in all it's endeavors. You may want to heal the injured or helpless. You may want to free a country of slaves or put down an evil ruler. You may simply wish to do small acts of kindness proving to the world that it exists, alive and well, everywhere. You may seek a peaceful route of diplomacy for those of an evil nature, or may tackle such force head-on with zeal and strength. The quest will surely never end. There will always be evil to smite and wrongs to right!

Final Thoughts: Your roleplaying PC can be as complex, creative, and varied as you can imagine, but without a tie to one of the "Four G's" it will be difficult to explain why she is out in the world, seeking adventure, getting up with a purpose, and always looking to the horizon to meet what life has in store instead of just letting it find you!
Quite nifty I think...
 

Re: Re: The stupid expectations of some DMs...

reapersaurus said:
In my experience, MOST games are like this. :(

Most DM's just throw a story together, then divvy out a couple meandering story-points, and then expect the PC's to "go at it!"

I'm sorry, but there'd BETTER be a damn good reason why my character's going to risk his neck out there.
Most DM's (again, in my experience) lean too much on the meta-gaming knowledge that you're playing an 'adventuring' character.

What does one do in fantasy rpg's that liberally sprinkle about the word 'adventure'? Sit in the tavern for 4-6 hours of gaming? Granted, the DM needs to make things plausible, and the players also need to work with the DM, who, in my experience, spends A LOT more time on the game than the players.

If I had players refusing every option I put forth, refusing to put their neck out there, then I'd suggest they find a different campaign to play in.

This is a 2-way street.
 

Fundamental flaw of RPG's

Falcon said:
and the players also need to work with the DM...

This is a 2-way street.
While I fully understand that it is a 2-way street, most DM's (in fact, I would flatly say the VAST majority) do not truly believe that a role-playing campaign is a 2-way street.

My proof:

Most DM's will not allow a player to affect the game world - he will not bring their character's backgrounds into his precious tiny morsel of an adventure idea (because he thought up the world before he saw the PC's).

All the player can do is control his PC - he has no control over the world at large.
Any player recommendations or ideas are summarily ignored or fought against by the DM.

It is the RARE DM that will allow his players the power to contribute to the story in any appreciable fashion.

This is the fundamental flaw in RPG'ing - that one person is too responsible for the management of the story.
 

Re: Re: Re: The stupid expectations of some DMs...

Pielorinho said:
I've got enough work to do without making sure that all the PCs are sufficiently motivated.

I tell my players that it's their job to come up with characters who are motivated to risk their necks.
I'm not saying that a player should be making a couch potato and expecting you to make an adventurer out of him (ironically, that's what the Hobbit was about), but when you ARE given adventurer-type PC's, and the only reason you can come up with for them to go out of their hometown and experience the world and all the dangers in it is basically "Because "..... than you need to customize your story a BIT more for your player's PC's.
 

I would suggest talking to your DM about this. I work closely with all my players in developing their backstories and weave them into the ebb and flow of events in my campaign world. The PC's intersect the events of the world and have a very real impact on the course of history in the world, even if they aren't immediately aware of it. The backstories allow me to develop long threads of events and personalities that I can weave into the campaign, making it more immediate and real for the player.

I disagree with your fundamantal flaw argument. I think this may be an issue of differing styles, and, quite frankly, someone has to create something in order for someone else to play in. To say that that is a fundamental flaw is to suggest that role-playing is pretty much belly-up in the water and a useless endeavor.
 

reapersaurus: For what its worth I completely agree with your assessment of the player/DM dynamic. Very well stated.
 

Falcon said:
I disagree with your fundamantal flaw argument. I think this may be an issue of differing styles, and, quite frankly, someone has to create something in order for someone else to play in. To say that that is a fundamental flaw is to suggest that role-playing is pretty much belly-up in the water and a useless endeavor.
Bravo that you are the type of DM that incorporates the players into the tapestry of your campaign.

Unfortunately, I believe (and it IS just a belief, no way to prove it) that the majority of DM's do not allow for this.

Even if many DM's here say they do this, that means nothing.
The DM's here are NOT average. :p

Your last statement is very off, though.
Just because the majority of DM's play by the book, and don't have their players helping to create the world and story, doesn't mean that role-playing is a useless endeavor.

It just means that by design and practice, it is not as vital and unique as it could be, and is somewhat crippled by the over-reliance on the skill of the DM.
 

Re: Re: The stupid expectations of some DMs...

reapersaurus said:
[BI'm sorry, but there'd BETTER be a damn good reason why my character's going to risk his neck out there.
Most DM's (again, in my experience) lean too much on the meta-gaming knowledge that you're playing an 'adventuring' character. [/B]

On the other hand; it's a player's responsibility to figure out why their character has opted for the adventuring life.

Unless a DM tells you this is going to be one of those 'bring a group of barmaids and librarians and watch as their lives get ultra complicated' sorts of games; you as a player have a duty to build an 'origin story' into the character or some other motivation to get them off the farm.

Nothing drives me nuts as a DM more than players who as soon as their characters face something dangerous decide it's time to leave town, go back to the farm, or join the dark side rather than resist.

It's certainly NOT a 'stupid expectation of a DM' to expect that the players will bring in characters that jump at the chance to risk their lives like idiots for gold, heroism or whatever theme is being put forth.
This is Dungeons and Dragons after all, not Suits and Lawyers nor SUV's and Soccer Moms.

There's nothing wrong with a Drama game, in fact it's my own favorite. But if it's not what the evening's been billed for; get a hero in there or get out.
 

Re: Fundamental flaw of RPG's

First off, if a player doesn't deign to create a backstory or motivation for his PC, don't expect the DM to do his work.
As a DM, I've got enough work to build the world, create the adventure, and create fitting hooks for the players whose characters I can empathize with. Two of my players make great backstories - and I use them for my plot ideas, for personal rewards, and unforeseen difficulties.
Two others just make up a character sheet. Even after 5-6 sessions, I still couldn't foretell how they'd react to a given situation, except that the players will avoid any complexity at all costs. They haven'tg put a dome of thought into this, more than "Can I be a human who has also elven advantages, and who becomes a bladesinger later on?".

And that with me giving out character questionnaires where the question "Why do you choose to go adventuring, and why is that reason more important than personal safety" largely goes unanswered.

I won't do their work for them.

Sorry.

As a player, I always try to create a memorable character, with flaws and motivations. When I get into an existing group, I try to adapt a little to see a motivation for teaming up with them, if needed. I also assist the DM in finding motivation for going on the adventure in question. And surpisingly, that works well.
reapersaurus said:
This is the fundamental flaw in RPG'ing - that one person is too responsible for the management of the story.

In my experience, if I asked a player whether he'd like to flesh out the wizard's guild, or the hometown, or tghe customs in his far away homeland, he'd decline the offer rather quick, or jump at the chance before not doing anything.
At least someone is responsible for the management; I have found that most players shy every ounce of responsibility.

One example that strikes me as perfectly suited:
Situation - the PC is a wizard who doesn't remember anything, but is strangely familiar with the elements, most notably fire. He didn't have time for a background, so I chose to do his work, as he is a good friend of mine. I thought he would get problems in his past (naturally), but eventually be greatly rewarded.

Backstory - the backstory I chose for him. The PC had been born after a depraved ritual where a monk had fornicated with an efreet. Before he could be introduced into the monastery's dark ccustoms, he was kidnapped by an elemental wizard of fire.
Said wizard was possessed by the spirit of a great Demon, called "bane of Karsis" because of its part during Netheril's downfall. The demon was defeated, but only by splitting his essence into four parts and binding them into four wizards, each of one of the elements. These wizards could transfer the spirit into a willing vessel (at their own death), but when none was chosen the spirit would possess a random being.
Furthermore, while the demon could give great powers to the possessed, there was also the danger of it gaining control (and the alignment drifting off to CE until the demon would totally rule).

In the time since the demon's defeat, two hosts had been already defeated. In Myth Drannor (where another PC's backstory would lead the group anyway, in search of a lost artifact), those two had faced off, and one did kill the other, subsuming the power of its "brother".

So, over the course of many adventures, the PC met his undead mother (just waiting for her son's return, giving him some gifts, and then crumbling to dust), ventured into the caverns of the netherese wizard's school and relived the events leading to the demon's defeat and banishment, learned how to control and call his demonic powers, learned also how dangerous that was.
He was told about the heroic death of his wizardly mentor, who was killed when he saved two other's lives - leading to the PC being possessed and by the shock, losing his memory.
He was told by a sage that he would surely lose all he had if he didn't learn to trust or be a little more friendly. He would need to find real friends, he would need to tell them thr truth, he would need them.

I didn't want more of him. Do you imagine he ever told his companions about his situation? Do you think he was friendly, or trusting? No. He threatened everyone with death, he made rude comments at the other PCs, he scoffed at them.
When presented with a possibility to find out more about his predicament, to find the other possessed not yet controlled, to gain help, he said, "O.K.", but when the other PCs asked why they should venture that and there, or pay someone, he refused an answer and simply ignored the hook.

Needless to say, I also invented an elemental homunculus to be his familiar, a creature the player completely disregarded. (Letr he told me I hadn't played off the familiar enough)

What more to do?
--------------

There have been numerous occasions where I took the task of creating personal plots for the characters,, only to have them utterly disregard any chance of furthering their own backstory.

One even let the father of his sister's child (who could have helped him into a secret group he wanted to get into) die AFTER I spend one whole session of subtle and not-so-subtle reminders regarding his fate.
They knew he was caught by evil priests, knew he had 10 days to live until ritual night.

The player (actually, all of them) never wondered about the character anymore. Could he be saved? How many days have we got left?
I had NPCs granting them spare time to save their friend. I had NPCs offering them help in saving him. I had NPCs offering maps to save him. I had NPCs wondering aloud what might have happened to that guy.
Nothing.
The character in question chose to craft a nice gemstone into his staff, spending the whole 10 days with it.

And of course, he complained later on that he'd had no chance of getting into that secret organisation.

In the end, that let me to retire the group I DM'ed in, and when I get behind the screen again, I won't play with all the same players as before, and I won't take up the trouble of doing the PC's work.

Prove me wrong.

Beranmdor
 
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