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Things to do in a tabletop rpg that are not combat related?
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<blockquote data-quote="Celebrim" data-source="post: 6297147" data-attributes="member: 4937"><p>Yes. For my part, I wouldn't have approved a dirt farmer as a concept - not because I'm adverse to the idea of a gritty campaign featuring ordinary people trying to survive in ordinary ways - but because if only one player is on board with that it represents too much divergence from the rest of the group. I've learned the hard way that you have to focus good RPers with thespian inclinations on the action the rest of the group is engaged in, or you end up running what amounts to a separate table for each player as each player does his own thing oblivious to the needs or desires of everyone else. As such, I no longer above characters that are blatantly anti-social, solitary loners, homebodies, completely dysfunctional, radically different in desires or abilities from the rest of the group, lacking heroic motivation, or lacking in reason to leave their current situation. You can GM those sorts of PC's when you only have 1-2 players, and it can be fun, but they are simply not appropriate concepts when you have a larger group. </p><p></p><p>I used to think that you could simply deal with the problem by judicious use of GM force. But I get tired of trying to herd cats, and you end up with a lot of people clamoring for solo spot lights and highly individualized attention.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6297147, member: 4937"] Yes. For my part, I wouldn't have approved a dirt farmer as a concept - not because I'm adverse to the idea of a gritty campaign featuring ordinary people trying to survive in ordinary ways - but because if only one player is on board with that it represents too much divergence from the rest of the group. I've learned the hard way that you have to focus good RPers with thespian inclinations on the action the rest of the group is engaged in, or you end up running what amounts to a separate table for each player as each player does his own thing oblivious to the needs or desires of everyone else. As such, I no longer above characters that are blatantly anti-social, solitary loners, homebodies, completely dysfunctional, radically different in desires or abilities from the rest of the group, lacking heroic motivation, or lacking in reason to leave their current situation. You can GM those sorts of PC's when you only have 1-2 players, and it can be fun, but they are simply not appropriate concepts when you have a larger group. I used to think that you could simply deal with the problem by judicious use of GM force. But I get tired of trying to herd cats, and you end up with a lot of people clamoring for solo spot lights and highly individualized attention. [/QUOTE]
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