Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Would you invite this player?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 7555094" data-attributes="member: 4937"><p>"That's what my character would do" isn't actually the root of the problem, but a symptom of it. I mean, isn't everyone just doing what their character would do?</p><p></p><p>The root of the problem is creating a character that doesn't have the personality to be a functional member of a group, which is often a symptom of being the sort of player that doesn't have the personality to be a functional member of a group.</p><p></p><p>The correct response to, "That is what my character would do?", is "Why did you create a character that was going to not get along well with others, and in particular wasn't going to get along well with this party?"</p><p></p><p>And stepping back from that further, if it was obvious from the character sheet, character concept, and backstory that this PC wasn't going to play well with others, why did the GM approve the character? This is absolutely especially true when dealing with a player you haven't seen play before. </p><p></p><p>One GMing mistake that took me nearly two decades to really overcome was the idea that a player could play anything that they wanted, and I as GM didn't have anything to say about that. This mistake was rooted in an idea that I still consider a very good one, which is "Everything in the game universe is the province of the DM, except for the PC's, which are the exclusive domain of the players. GMs should never tell player's how to play their characters." But, the problem with extending that out to the level of character creation, is that it's also the responsibility of the GM to make sure the game is a cooperative, social, enjoyable play experience for everyone, which means that the general idea of the party or group has to be established. Is the party generally heroic? A villainous character might not be the best idea. Is the party generally villainous? Well, an honorable character might not be the best idea. If a player is going to play a character that will prompt them at some time during play to say, "Well, it's just what my character would do!", chances are you should have put your foot down when the character concept was introduced.</p><p></p><p>And if, "That's just what my character would do." persists even then, then probably the best thing to do is make sure the character bears the full weight of their choices, and tell the play privately that the group is not happy with the player choosing to sabotage the story and they need to find a motivation or character for continuing the story rather than doing stuff that puts a stop to it.</p><p></p><p>As for this particular situation, more than 6 players can be tough to deal with. Six is I consider the top limit where the actual personalities of the PCs can matter. Above six players RPGs increasingly have to focus entirely on group goals and personifying and exploring character has to recede into the background as no longer a viable aesthetic of play. There just isn't enough time to devote to individual spot light or individual goals. If your dominate aesthetic of play tends to be puzzle solving, tactical combat, and stuff like that, and everyone is generally OK with a story on rails with a single group goal like, "Defeat the BBEG and save the world", then you can generally do 7 or 8 players. But there won't be a lot of deep and meaningful RP, because it's really hard to have 8 or 9 way conversations. In my experience, you are pushing to the point where groups tend to fracture, pushing you toward a situation where you are trying to run two or more simultaneous games. </p><p></p><p>The other problem you get above 6 players, and really this is already a problem at 6, is that if you are running any kind of story based game, you really can't afford to have players missing from a session. So the more players you have, the harder it is to get everyone together. Once you get up to like 8 or more players, I find that about the only game you can run is a haven/delve type game where at the end of each session everyone is assumed to retire to the haven. That way, anyone that is missing can be assumed to have returned to the haven and had some business to attend to. It's almost impossible to run a game successfully in the long term were the PC is in the session, but the player is not. "Someone run my character for me" does not work 90% of the time.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7555094, member: 4937"] "That's what my character would do" isn't actually the root of the problem, but a symptom of it. I mean, isn't everyone just doing what their character would do? The root of the problem is creating a character that doesn't have the personality to be a functional member of a group, which is often a symptom of being the sort of player that doesn't have the personality to be a functional member of a group. The correct response to, "That is what my character would do?", is "Why did you create a character that was going to not get along well with others, and in particular wasn't going to get along well with this party?" And stepping back from that further, if it was obvious from the character sheet, character concept, and backstory that this PC wasn't going to play well with others, why did the GM approve the character? This is absolutely especially true when dealing with a player you haven't seen play before. One GMing mistake that took me nearly two decades to really overcome was the idea that a player could play anything that they wanted, and I as GM didn't have anything to say about that. This mistake was rooted in an idea that I still consider a very good one, which is "Everything in the game universe is the province of the DM, except for the PC's, which are the exclusive domain of the players. GMs should never tell player's how to play their characters." But, the problem with extending that out to the level of character creation, is that it's also the responsibility of the GM to make sure the game is a cooperative, social, enjoyable play experience for everyone, which means that the general idea of the party or group has to be established. Is the party generally heroic? A villainous character might not be the best idea. Is the party generally villainous? Well, an honorable character might not be the best idea. If a player is going to play a character that will prompt them at some time during play to say, "Well, it's just what my character would do!", chances are you should have put your foot down when the character concept was introduced. And if, "That's just what my character would do." persists even then, then probably the best thing to do is make sure the character bears the full weight of their choices, and tell the play privately that the group is not happy with the player choosing to sabotage the story and they need to find a motivation or character for continuing the story rather than doing stuff that puts a stop to it. As for this particular situation, more than 6 players can be tough to deal with. Six is I consider the top limit where the actual personalities of the PCs can matter. Above six players RPGs increasingly have to focus entirely on group goals and personifying and exploring character has to recede into the background as no longer a viable aesthetic of play. There just isn't enough time to devote to individual spot light or individual goals. If your dominate aesthetic of play tends to be puzzle solving, tactical combat, and stuff like that, and everyone is generally OK with a story on rails with a single group goal like, "Defeat the BBEG and save the world", then you can generally do 7 or 8 players. But there won't be a lot of deep and meaningful RP, because it's really hard to have 8 or 9 way conversations. In my experience, you are pushing to the point where groups tend to fracture, pushing you toward a situation where you are trying to run two or more simultaneous games. The other problem you get above 6 players, and really this is already a problem at 6, is that if you are running any kind of story based game, you really can't afford to have players missing from a session. So the more players you have, the harder it is to get everyone together. Once you get up to like 8 or more players, I find that about the only game you can run is a haven/delve type game where at the end of each session everyone is assumed to retire to the haven. That way, anyone that is missing can be assumed to have returned to the haven and had some business to attend to. It's almost impossible to run a game successfully in the long term were the PC is in the session, but the player is not. "Someone run my character for me" does not work 90% of the time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Would you invite this player?
Top