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What do you do when your players are gunshy?
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<blockquote data-quote="Mecheon" data-source="post: 6786909" data-attributes="member: 6801776"><p>See, I don't really think any of this isn't going to help. Its not the advancement that's hurting, its the fact that they don't care about the scenario at hand and don't feel like they're enjoying it. I mean, just from the first page...</p><p></p><p></p><p></p><p>No, let me correct this. The players came up with a clever plan and you just said "Lol, no, you're not getting it that easy, he's 'genre savy' and you have to fight". This is why the rogue is saying he can't do anything, because when he's done something, you've just stolen it from his grasp. Doesn't matter if this isn't how you think, because that's most likely what's happened</p><p></p><p>You're not rewarding your players for coming up with inventive things, you're just adhering to a plot. Basically this entire thing they've done you've gone and not only put impossible challenges in front of them (Because... Why? Why would you even bother with impossible challenges?), you've then stolen the moment of glory out from under them</p><p></p><p>Give the players a chance to shine in their way. I highly recommend cribbing straight from Dungeon World the Montage system, in that you create a scenario, one of the players describes how to get out of it and then another problem that results. No rolling, just pure, simple "who can come up with the solution and the next horrible thing to happen", even if its something as silly as "Now there are bees. How do you solve the bees?"</p><p></p><p>Tone it back, go for some small, consequence free stuff for a bit and just let the characters do their own thing.</p></blockquote><p></p>
[QUOTE="Mecheon, post: 6786909, member: 6801776"] See, I don't really think any of this isn't going to help. Its not the advancement that's hurting, its the fact that they don't care about the scenario at hand and don't feel like they're enjoying it. I mean, just from the first page... No, let me correct this. The players came up with a clever plan and you just said "Lol, no, you're not getting it that easy, he's 'genre savy' and you have to fight". This is why the rogue is saying he can't do anything, because when he's done something, you've just stolen it from his grasp. Doesn't matter if this isn't how you think, because that's most likely what's happened You're not rewarding your players for coming up with inventive things, you're just adhering to a plot. Basically this entire thing they've done you've gone and not only put impossible challenges in front of them (Because... Why? Why would you even bother with impossible challenges?), you've then stolen the moment of glory out from under them Give the players a chance to shine in their way. I highly recommend cribbing straight from Dungeon World the Montage system, in that you create a scenario, one of the players describes how to get out of it and then another problem that results. No rolling, just pure, simple "who can come up with the solution and the next horrible thing to happen", even if its something as silly as "Now there are bees. How do you solve the bees?" Tone it back, go for some small, consequence free stuff for a bit and just let the characters do their own thing. [/QUOTE]
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What do you do when your players are gunshy?
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