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General Tabletop Discussion
*Dungeons & Dragons
What do you do when your players are gunshy?
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<blockquote data-quote="Tymophil" data-source="post: 6787067" data-attributes="member: 46923"><p>May I suggest that you add some new ingredients to their experience of adventuring?</p><p></p><p>Different goals: Maybe, for once, they to need to overcome an opposition, but rather…</p><ul> <li data-xf-list-type="ul">… gather information to decide wisely on a difficult matter.</li> <li data-xf-list-type="ul">… avoid being killed… Somebody tries to kill them on a regular basis, and they need to find out why.</li> </ul><p></p><p>Different kind of challenges:</p><ul> <li data-xf-list-type="ul">Riddles to solve.</li> <li data-xf-list-type="ul">Crime scenes to investigate.</li> <li data-xf-list-type="ul">Prophecies to decipher.</li> <li data-xf-list-type="ul">Messages to decode.</li> <li data-xf-list-type="ul">Perilous places, but without any monster: traps, hazards, underwater passages, cliffs, etc.</li> </ul><p></p><p>Different evolution during the campaign:</p><ul> <li data-xf-list-type="ul">They get a hero status very early in the campaign and, later their actions get seen in a very different light because somebody convinces the people that they did it all wrong. That's when they need to rebuild their reputation.</li> <li data-xf-list-type="ul">While they progress in their campaign, politics change and all they did so far was, in fact counter-productive. For example, they may have battled for the right heir to the throne, only to discover that he's a tyrant…</li> </ul><p></p><p>Different ways to evaluate the players performance:</p><ul> <li data-xf-list-type="ul">A trick I use quite often to get my players really involved. The DM describes a scene (using props is even better) and then listens to the players ideas. The second or third good one works… Most of the time, I evaluate the adequacy of the proposal with a skill test. The player will most likely see the result as a hint even before I open my mouth.</li> <li data-xf-list-type="ul">Encourage non-lethal solutions for problems</li> <li data-xf-list-type="ul">Use lots of NPC that interact OFTEN with the PC in unusual ways: the annoying neighbor, the admiring duchess, the friendly alchemist, etc.</li> </ul></blockquote><p></p>
[QUOTE="Tymophil, post: 6787067, member: 46923"] May I suggest that you add some new ingredients to their experience of adventuring? Different goals: Maybe, for once, they to need to overcome an opposition, but rather… [LIST] [*]… gather information to decide wisely on a difficult matter. [*]… avoid being killed… Somebody tries to kill them on a regular basis, and they need to find out why. [/LIST] Different kind of challenges: [LIST] [*]Riddles to solve. [*]Crime scenes to investigate. [*]Prophecies to decipher. [*]Messages to decode. [*]Perilous places, but without any monster: traps, hazards, underwater passages, cliffs, etc. [/LIST] Different evolution during the campaign: [LIST] [*]They get a hero status very early in the campaign and, later their actions get seen in a very different light because somebody convinces the people that they did it all wrong. That's when they need to rebuild their reputation. [*]While they progress in their campaign, politics change and all they did so far was, in fact counter-productive. For example, they may have battled for the right heir to the throne, only to discover that he's a tyrant…[/LIST] Different ways to evaluate the players performance: [LIST] [*]A trick I use quite often to get my players really involved. The DM describes a scene (using props is even better) and then listens to the players ideas. The second or third good one works… Most of the time, I evaluate the adequacy of the proposal with a skill test. The player will most likely see the result as a hint even before I open my mouth. [*]Encourage non-lethal solutions for problems [*]Use lots of NPC that interact OFTEN with the PC in unusual ways: the annoying neighbor, the admiring duchess, the friendly alchemist, etc. [/LIST] [/QUOTE]
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What do you do when your players are gunshy?
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