[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

Proactive Players and how to make them

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 34
Thread images: 4

File: notmybestrole.jpg (77KB, 479x700px) Image search: [Google]
notmybestrole.jpg
77KB, 479x700px
Hi /tg/
I've tried to get my players involved in a sandboxy campaign, tiring of the previous two campaigns we've played (GM'd by others) which were pretty much completely linear.
I didn't skimp on prep; I have a starting area with moving factions, developed NPCs, different locales to go to, and took cues from the session zero PC concepts.
I also asked the players to come up with defined goals for their characters (i.e. become a great X, attain noble status, etc) and split those up into sub goals they could pursue. There are things I've left in the setting to help them along, and I'd be receptive to any plans they come up with outside those I've seeded.

The problem is that they all just listlessly drift from occurance to occurance and drink their money away in-between. The random encounter table I made for travel has generated more interest than anything else.

I'm losing the will to live here, /tg/ pls help. How do I get my players to drive the plot a bit?
>>
File: thatscalcified.png (211KB, 867x462px) Image search: [Google]
thatscalcified.png
211KB, 867x462px
/tg/ pls help
>>
>>48775332
>How do I get my players to drive the plot a bit?
Drugs and/or waifus.
>>
>>48775332

You can't. At best, you will have ONE proactive player who drags the rest in his or her wake. But as far as I can tell, that kind of go-getter in absence of an obvious path to take sort of player is born, not made. And if you have them, sandbox or not, they'll be looking for things to do, or rushing to meet your sorts of challenges instead of waiting for an NPC to outline a plan for them or whatnot.
>>
>>48775332
Coax them into it with a scripted beginning that seems like they are choosing what happens. Railroad them at first without them knowing and then take off the tracks and momentum should keep it going
>>
>>48775677
Welp, shit.
>>48775729
We're ten sessions in.
>>
>>48775332
My usual suggestion is to play a couple of sessions of some kind of GMless rpg. In those sorts of games everyone has to share control of the game pretty equally so it's much more obvious if one person is doing all the work, do that until they start to contribute more. Then hopefully when you go back to the usual style of game they'll have gotten out of the 'story is the GM's job' mindset and will be willing to take on some larger-scale decisions.

This is also my advice for railroady GMs.
>>
>>48775900
We played a session of Everyone is John once, and it was an absolute trainwreck. Any other possibilities for "shake up" games?
>>
>>48775963

Everyone is John is always a train wreck. In my experience, it's normally a fun train wreck but that depends on everyone having a similar sense of humor.

You could try One Last Job. My group's played that lately, and whilst it's been dominated by the typical proactive players we found it fun to keep basically inflicting any and all plans onto the quieter players, to force them to act.
>>
>>48775332
Put LSD in their drinks.
>>
>>48775332
>The random encounter table I made for travel has generated more interest than anything else.

Then have them travel more to fulfill shit they've already roped themselves into, and point blank ask them "Where will we be travelling to next?" and give them locales that are (supposed to, according to their Lore or equivalent checks) aligned with their characters' goals.
>>
>>48776082
I mean, everyone just mechanically went after their objectives. It was like John was taken over by four slightly-different borg collectives.
>>
>>48776156
Oh, you're playing with autismos. Then your current situation can't be helped.
>>
File: beowulfii.png (829KB, 1024x768px) Image search: [Google]
beowulfii.png
829KB, 1024x768px
>>48775332
As previous anons have said, proactive players are mostly born, not made

However, I can think of one in-game way to motivate them:
crippling, painful, soul-crushing debts.

Their characters have to keep taking jobs, else they'll default and get their shit repossessed and their legs broken
>>
>>48776317
This doesn't work in the games people actually play (D&D and derivatives), because characters are unbelievably wealthy by normal peoples' standards by the time they reach level 2.
>>
>>48775963
I like forsooth, but that's because my group just plays it as improv time.
>>
>>48775332
You either drive the plot or let them play in the sandbox at their leisure. It's pretty simple, trying to do both means alternating between one and the other.

And the whole bit with coming up with "defined goals" is shit. Probably the reason why the encounter table draws more interest because it engages everyone at once. GMs need to learn that jacking one PC off to tell their story at a time is terrible and will always result in a lapse of interest among PCs who simply couldn't care less.
>>
>>48775900
The story is the GM's job, it's not a mindset.
You may as well of suggested another system altogether, why go back to a system that requires a GM?
>>
>>48776956
Just because their wealthy doesn't meant they aren't in debt.
>>
>>48777083
Maybe, but "lol you start off deep in debt so you'll have to throw your money at it instead of buying things that help you stay alive in combat" is a That DM move.
>>
>>48777145
Then make the debt so big that throwing spare change from regular adventures is doing nothing. Only nabbing the fucking big score can help you, and nabbing that is the point of your adventure.
>>
File: avgn.gif (578KB, 150x136px) Image search: [Google]
avgn.gif
578KB, 150x136px
>>48777030
Expecting them to find common goals, or take interest in one another was too much.

Fuck, man. Feels bad.
>>
>>48777671

The absolute best players ar ones who have goals and actively work toward them; and the ones who can step out of the spotlight and help another character look awesome or explore their backstory.

Those players are rare and precious.
>>
>>48778089
Well, shit. Never mind.

On the debt idea: the PCs are currently trying to keep a business going, but they don't really seem interested in it. Just "we find some stuff to sell, keep things ticking over" in every port.
Getting them to tell me what they might want to trade in, or think about where to take it, or doing anything different to others is like pulling teeth.

I really feel like they're just looking for me to put a wise wizard with a quest in the next pub, but I'm SICK of that game structure.
>>
>>48778190

Sorry, I was a different anon than the one you replied to, offering a different perspective. That's just how I feel, and what my experience has been. Whether it's doable depends on your players, and to a big extent, on the system

Some I can think of (Burning Wheel/Mouse Guard/Torchbearer, and Stars Without Number/Spears of the Dawn come to mind) explicitly tie advancement to proactively coming up with goals. The issue though is that it can go one of two ways. Either they take that carrot and the system supports the type of campaign you want to play... or they find it goes against their inclinations too much, and they stop having any fun.

I'd ask them about what sort of campaign they prefer, honestly. Communication is the answer to 90% of /tg/ issues. If the random encounter tables are what they enjoy, then you might have to accept that's the sort of game your group wants to be playing.
>>
>>48777145
Sounds like someone doesn't know how to GM
>throwing money at thing that help you stay alive in combat
>implying it's going to be a good game if the GM is letting you buy magic items instead of working them into the setting such that the players will find them, or at least hear about them, as needed

Also, the Blues Brothers.
>>
>>48777061

You are strangely attached to the concept of a GM in D&D. You know the dice don't combust if you follow the anon's advice, right?
>>
>>48778264
> Communication is the answer to 90% of /tg/ issues

This. Sounds like OP got focused on the game he wants to run over the game the players want to play.

You gotta get that balance, yo.
>>
>>48775332
You're trying to run a sandbox game with obviously non-sandbox players. Well done.
>>
>>48778919
I was 100% open about the kind of game I wanted to run, there were other option son the table, other people could have GM'd.

I didn't know, anons. I just didn't know.
>>
>>48778089
>Those players are rare and precious.
Let's be fair: young people with genuine, self-determined ambition are rare and precious.

Too many of my players don't save their money to rent their own place, to buy their own car, so on and so forth. Some don't even have a good suit for themselves.
>>
>>48779207
C has nothing to do with A and B, or even future savings, but okay, gramps.
>>
>>48779192

Well it could be that they thought they knew what they wanted but when it came to game time they didn't realize how much you were going to expect from them.

Just drop something big and important and they'll go do it.
>>
>>48775677
I've been playing a long time, and this is the way it is.
Thread posts: 34
Thread images: 4


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.