What would you change about your gaming group?

El_Gringo

First Post
I've been gaming with the same folks for 7 years now. I think I'm getting sick of them. Everyone seems to have fallen into a "metarole" during our games. One person takes the lead. One person plays a weird character. One person plays a conniving sneak. One person plays the combat monster.

Similiarly, the GMs of the group have their own predictable styles (myself included). For instance, during our latest session, I noticed the GM speaking directly to one player when describing scenes, characters, etc. He seemed to completely ignore the rest of the group, assuming that they weren't decision makers.

If anything, I'd like for some people in the group to try different things. I'm interested in trying different games, whereas most of the others prefer one or two specific titles and only run/play them. They also don't like playing one-shots, something I'd love to do.

I also dislike some of the lack of roleplaying and character background. If I were to run a game that would be directed solely by the actions and whims of the PCs, I'd have a group of players staring at me for 3 hours, waiting for me to railroad them into doing something.

I think I'll pull out my hair if I have one more person ask about whether or not a character receives full hit points at 1st level. We've been playing 3rd ed. ever since it came out, as well as D20 Star Wars. You'd think someone could remember that little tidbit of info.

Maybe I should look into online gaming. Any recommendations?
 

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I'd just look for a new group or try to splinter the old one and then add some fresh blood.

My gaming group have become lazy when role playing. It's annoying. I don't feel the DM gives us enough good chances to role play, and the few he does the others are not really interested in. The adventures are less then inspired and seem to be to short and simple. Luckily this game is only going to last about 6 more seesions then it's a new DM and new campaign. Hopefully, that will better.
 

I'd change the DM. Oh, wait--I am the DM!

It might be time to find a new group. I'm fortunate to have a good group. They are good about playing interesting characters and I try to give them new situations to keep things fresh for them. However, we haven't been playing together for seven years, so ask me again in 2007.

My previous group I had to work with more. They would fall into ruts pretty easily so I would give them roleplaying challenges that they would grant bonus XP. One was to come up with a battlecry befitting their character and to use it in a situation they thought most deserved it. Some were serious and some were funny, but it was fun and a couple actually stuck and were used in subsequent sessions.
 

Heh! That's easy. I'd make 'em sober up a bit more and learn a bit more of the rules.

Mine also tend to do the whole "sit until told what to do" bit, but they're not -totally- bad about it.. but many times, when they get to a non-combat/adventure setting, they just kind of sit there until they're given something specific to do. They never seem to want to do diddly-squatto in between adventures.

That and right now, about half of them only play around half the time.

Oh yeah -- Nemmerle's post made me think of this: Good god for the love of pete, -pay attention-. I don't remember the last time I read some flavor text or described something only one time. They'll sit there, quietly, looking -straight at me-, and then as soon as I'm done, ask me to repeat it cause they heard none of it.

Another cute thing they do is this: Mystery X is presented (such as, how do I open this wacky door in the Sunless Citadel). They then discuss ideas for oh, an hour say. They repeatedly mention the actual solution, but for some reason they never actually -try- it. I don't want to give away anything about the module, or I'd be more specific. They get -so- frustrated and even angry sometimes, but they do this again and again. It's as if they figure they only get one chance to try something, so they just.. don't try until they're sure. They -know- (or should) that you don't just get one chance, since they usually start out these situations trying all kinds of oddball crap, but then bog down to "talk and talk, but never try".

Heh, I stop now.
 
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Well, my current group is about as close to perfect as you can get, but as a DM I have the following list of changes I would apply to all players in general:


- They they all pay equal attention for the entire session, and when their character is not directly involved with what is going on they would always wait patiently and quietly.

- They would all take careful notes on NPC names, town names and other general info so I do not have to repeat myself or entertain requests for INT checks in order to remember something.

- They would all always be on time.

- They would all always carefully read all materials I give them and study them - and not act surprised about a development or house rule when they had access to it for weeks.

- They would try to creat fun characters that fit the setting and not ask that the setting be changed for their pet character idea.

- They would not blurt out what they think might happen next (and ruin the surprise for everyone) when their character has no way of knowing this.
 


Cultivating a good group of players is something you really have to work at. I've been working at it for about 6 years now greadually getting rid of people and trying new ones out. I've got a pretty good group at the moment, but even then sometimes you have to yank the rug out from time to time just to keep them on thier toes.
 


I feel your pain. I'm 30 (going on 31) and have played with several players for over ten years, some for over five, and a few in between there.

One guy usually plays the noble style. Another plays a vicious fighter with murder. Another a more noble style, usually a bit more roguish. Another elves. Another anything that can tumble or perform acrobatics.

I haven't played in a few months due to a job schedule change and to be honest, while I miss the comradery, I don't miss the game.

I'm still buying books and looking into starting a new game with some different players but don't know what I'm really going to do because of time constraints.
 

Guess I was where Skarp and Nemmerle are now, until I dumped the entire game group lock stock & barrel a few months ago after "playing" with them for more than 10 years.

1> BE ON TIME. Otherwise you're stealing time and being disrespectful of not only the GM, but all the other players. We could all be doing something if we weren't sitting there waiting for YOU. (A hostile "yea, so?" is not an appropriate response when it is noted that you're 40 minutes late. And when your wife demands that I not call to see if you're coming during those times when you are that late, you can tell her to go do something unnatural to herself, because I *am* calling.)

2> PAY ATTENTION. Nothing is more frustrating than describing the same scene three times to players who are busy exploring the vacant spaces in their own heads.

3> KNOW THE RULES. Don't tell me you're casting Invisibility , then expect me to tell you how it works after the fact.

4> READ THE MATERIALS. In my last campaign setup, it was bludgeoned into their heads that they were in grave danger, on the run and hunted by enemy mages on dragons, and that "campfire = suicide". What did they tell me they were doing the first night? Telling stories around the campfire. (sound of wadded up campaign materials) "Guess we're playing some other game tonight..."
 

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