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Getting a D&D group to wake up and get involved in the game

DirtyDirtyVagrantDirtyDirtyVagrant Registered User regular
edited August 2011 in Help / Advice Forum
I'm trying to run a D&D game for my friends, but it's not working out as well as I thought it might.

I introduced the players to my own fantasy setting, tweaked the rules a bit to reflect certain changes (nothing significant), and changed some monster stats in order to pace encounters a little more to my liking.

I put a lot of work into building a very elaborate world for this campaign, and I don't think they could be less interested in it. I tried to come up with ways to introduce the characters to the group, motivations for adventuring, etc etc and the responses I've gotten amount to "whatever I guess."

"Hey. Why don't you tell the group a little about your character? Not so much a biography, but what do they see?"

"Ehhh, I'm basically a ranger. So I have a bow. And leather armor. And I guess I'm an elf, so pointy ears or whatever."

There's no roleplay or emotional investment at all. Never is an interaction between two characters assumed to be in character. They are just going through the motions and rolling the dice when necessary. As it stands, we're just playing a combat game. It's really a disappointment.

Help me? I have no idea what to do here.

DirtyDirtyVagrant on
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  • EggyToastEggyToast Jersey CityRegistered User regular
    Do they actually want to play D&D?

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  • QuidQuid Definitely not a banana Registered User regular
    edited August 2011
    Honestly this isn't really something that can be helped if they don't want to. As much work as a DM might put in to their setting it's still every bit as much as the players' game too. My group does very little role playing. They like the settings and they'll make decisions based on what they think their characters might, but they're almost never in character unless they think it's funny. Which is perfectly fine. For some people the game is just the dungeons and the fights.

    Quid on
  • DirtyDirtyVagrantDirtyDirtyVagrant Registered User regular
    They want to play. They're constantly talking about the game and asking me when the next session is.

    But it seems to me like they aren't interested in playing the game so much as they are in getting together.

  • QuidQuid Definitely not a banana Registered User regular
    That's a big part of what D&D is for a lot of people. Just getting together with friends and playing a game.

  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User, Moderator, Administrator admin
    The setting does nothing for the players' involvement in the game. No one cares about your homebrew setting, your players especially. You have to make it into THEIR setting, not yours. Center your efforts on building up your players, not building up your towns and cities. It's more fun that way, gets them more involved, and when their emotional investment is high enough, they will want to see more.

    The main problem with homebrew settings is unless the players are also invested in the setting, they are essentially just playing in your sandbox. Even if the sandbox is totally hip and cool, it's still your sandbox. Give them opportunities to change the world, and NOT just in-game, but out-of-game as well. Let them create some of the towns and NPCs or develop some of the background in the world. There's "I'm a generic ranger" and then there's "I am the long lost heir to the throne of man"... let them take artistic liberties with your baby. Of course, don't give them "homework assignments" like journal entries or town building exercises unless this is what they really want to do.

    It's also completely okay to run Dungeons and Dragons as a glorified tabletop war game. For some folks, this is the entire appeal of the thing. It may not be what you want, but it's all about what the group wants as a whole.

    Are they new to DnD or RPG Pen and Paper games in general? You might have better luck with an existing setting that they are already emotionally attached to, like Lost, or Farscape, or Star Trek, or Game of Thrones, or something. You don't have to buy RPG books for those games, just adapt the rules that you like to the setting that they want.

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  • GoodOmensGoodOmens Registered User regular
    Have you talked to them about what they're looking for in the game? It could be that the setting and style of game you're running isn't what they want, and so they don't feel engaged. You could also try modelling the kind of behavior you're looking for, putting extra effort into characterization and description (which you might be doing already).

    My experience with D&D has unfortunately almost always been people either putting in minimal effort or playing Chaotic Stupid "look at how wacky my character is!" Good role-playing is hard fucking work, and requires training and practice.

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  • DerrickDerrick Registered User regular
    edited August 2011
    You can also start phasing out the dice rolls. This is kind of tricky, but if you start rewarding ingenuity in combat situations that might spill out into the game world.

    I would start by pitting them against something that WILL kill them if they go at it head-on, and work from there.

    Derrick on
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  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    edited August 2011
    That might be just how your group is. A DM can have the most whimsically detailed world full of life and energy and three dimensional NPCs, but if at the end of the day the group just wants to delve into dungeons, slay dragons and rescue princesses for treasure, you can't really make them interact or get deeply engaged in the goings on.

    As long as everyone is having fun, my recommendation would be to try to ease them into it a bit. If they rescue a prince (assuming all men here, trying to play a female character for one might weird them out, and you don't want to tear them out of their comfort zone), have him thank the party personally. Reward anything remotely resembling roleplay with a minor bonus now and then, like a +1 on their next combat roll (but not all the time, spread it out so it's not obvious that you can be gamed for a nigh permanent bonus just by acting up a little).

    It's a fine line to walk, but that sounds a lot like my old group as well. There was some in character interaction at times, but a lot of it was just enjoying hanging out together and being badasses. It's not always easy to feel badass whipping up an impromptu speech to rally an army's wavering morale, whereas rolling a 20 and cleaving an ogre in twain is usually pretty straight forward instant gratification.

    That might be another way; try to keep combat swift but descriptive to make such things commonplace for them.
    Derrick wrote:
    I would start by pitting them against something that WILL kill them if they go at it head-on, and work from there.

    I'm not sure I agree. No win situations have been discussed at length in Critical Failures, and it can be very hit or miss as to whether the group appreciates what's going on (in game and out) or if it just rips them from their enjoyable shared fantasy.

    Edit part deux: and yeah, I agree heavily with Hahnsoo1 and Quid. I'd kill to have things back like in high school; getting together to play Rifts or 3rd Edition for an entire afternoon/evening, snack/dinner breaks, seeing the whole group regularly. After HS we spread out amongst the province and while we've played Maptools in the past and whatnot, it's just not the same.

    Forar on
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  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User, Moderator, Administrator admin
    Quid wrote:
    That's a big part of what D&D is for a lot of people. Just getting together with friends and playing a game.
    Yeah, I'm not sure you actually have anything major to complain about. Many Pen and Paper gaming groups are there for the "Mountain Dew and Cheetos" factor. They don't care about the game as much as getting together and spending time with friends, and that's actually pretty awesome. Don't mess with a good thing.

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  • QuidQuid Definitely not a banana Registered User regular
    Everything Hahnsoo1 has said is pretty much dead on too.

  • SatanIsMyMotorSatanIsMyMotor Fuck Warren Ellis Registered User regular
    Also, a lot of people don't like to roleplay when the play D&D. Some people prefer to treat it as just a game - similar to a typical board game.

    Alternatively, they may loosen up over time and just decide to start roleplaying. I'd just roll (haha) with it for now and have fun.

  • ceresceres When the last moon is cast over the last star of morning And the future has past without even a last desperate warningRegistered User, Moderator Mod Emeritus
    My husband had quite a devoted following for a while there (including me). One of the things that he did which really encouraged roleplay and in-game interaction was basically "no XP during the game". He kept track of what combat occurred, and then divvied it up at the end. As he was doing so, he would go around the room for each person, and everyone else would have to give three things that their character did that was totally in character for them. The more stories people had to tell about your antics in-game, the more XP your character got. It was actually my favorite part of the evening. It also made people pay more attention to the game as it was happening, because when your fate is in the hands of the group it doesn't pay to be lazy about recalling theirs.

    It's a fun review of the session, people pay more attention while it's happening, and they remember it better when you start up next time. It takes a hefty chunk of time depending on the size of the group, but it tacks on another dimension to the game.

    And it seems like all is dying, and would leave the world to mourn
  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User, Moderator, Administrator admin
    edited August 2011
    I hand out bonus Legend Points (XP) in my Earthdawn games based on both roleplaying and dice rolling. I keep track in a scorecard the best dice rolls for particular categories (Most Damage, Highest Talent/Skill check, Luckiest Roll (The game has Karma, which adds a sort of "Luck" die to the mix), best Spell Effect check, etc.). I also make sure to write down/type whenever someone has a funny quote or exchange, and the players get to pick a "MVP" for someone who really made a clutch performance. We also award XP for critical failures (on the theory that you learn from your worst mistakes, and that terrible rolls often lead to hilarity in-game).

    One thing that I've seen in some games (not my current one, since it's on an online virtual tabletop) is a totem or other object, typically something soft that can be thrown without hurting anyone. The first player to do "something cool" gets the totem and earns a small amount of XP. He can then choose, at a later point, give the totem (typically by tossing it at the person) to someone else who does something cool, and that person earns a small amount of XP, or they can throw the totem at someone who did something dumb or stupid (trying to hit them in the head, of course) and that person earns a small amount of XP. Basically, it's a sort of "pay it forward" mechanism for XP gain that is player-controlled.

    Hahnsoo1 on
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  • NylonathetepNylonathetep Registered User regular
    edited August 2011
    Protip: Make a game that's fun for your players... and not just yourself.

    Basically ask what your players would like in D&D session... you should know what kinda stuff they are into if your players are your friends... and even if they are strangers you could throw a few things at them and see what they respond well to.

    It's nice for you to create a world and go into a lot of details into it but if the players don't care then it's not fun for everyone. My Current DM have been playing with us for years and know what each of her players likes... One is a max/min guy that have pretty good builds but gets upset when he's in a situation where his build won't be effective (Beguiler in a zombie fight) and since then the DM tries to avoid undead or other mindless creatures. His GF happens to like playing a male character that gets into a lot of debaucheries but that's okay because she can even turn the most mundane thing into uncomfortable sexual references... The DM's boyfriend is a pretty lovable guy that just do things for the rule or cool, but he isn't very effective at it for the most part. The other guy that comes just wants to feel powerful.. and tends to pout when things go sour...

    and she still managed to make it a great experience for us because she knows what makes the game fun ... putting something seemingly challenging in our face, and then fudge roles to make us win when we start sucking. :) She avoids stuff that we aren't interested like this one time she threw a simple puzzle at the party (I wasn't there at that session) similar to this http://en.wikipedia.org/wiki/Mastermind_(board_game)
    the party spend hours trying to solve it and was bored... At the end they called it a night and the next session I joined up the party and solve it (despite being a Barbarian Orc with the int score of 11). Since then we haven't encountered a single puzzles and everyone was pretty happy.

    Surely there must be something that you are doing right that makes the players looking forward to D&D ever session. If you do observe that they like players interaction with each other... then congratz! You have a great bunch of players that can entertain themselves. Play that to your advantage and create situations where they can interact with each other more and then you'll have a great campaign. If they like hack and slash, then throw some interesting monsters at them or use terrain and weather to make the fight interesting... if they like conflicts between party members then throw a situation where you know it'll divide the party's opinion... if they like the fame and glory then have villagers cheer then and bards singing their names... etc.

    P.S. Did you have your players write a background story before they make their character? It'll help them get into their characters. A well written background story can have a PC comes alive... it gives them a cause, a motivation, and personality. As a good DM you should also try to incorporate they background story into your own... (If their character want revenge from a lord.. you should have that lord show up in the campaign at some time.)

    Nylonathetep on
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  • DarkewolfeDarkewolfe Registered User regular
    ceres wrote:
    My husband had quite a devoted following for a while there (including me). One of the things that he did which really encouraged roleplay and in-game interaction was basically "no XP during the game". He kept track of what combat occurred, and then divvied it up at the end. As he was doing so, he would go around the room for each person, and everyone else would have to give three things that their character did that was totally in character for them. The more stories people had to tell about your antics in-game, the more XP your character got. It was actually my favorite part of the evening. It also made people pay more attention to the game as it was happening, because when your fate is in the hands of the group it doesn't pay to be lazy about recalling theirs.

    It's a fun review of the session, people pay more attention while it's happening, and they remember it better when you start up next time. It takes a hefty chunk of time depending on the size of the group, but it tacks on another dimension to the game.

    Some players would hate this. If they don't want to roleplay, taking away the parts of the game they're enjoying isn't necessarily going to make them have more fun.

    What is this I don't even.
  • The Crowing OneThe Crowing One Registered User regular
    edited August 2011
    ceres wrote:
    My husband had quite a devoted following for a while there (including me). One of the things that he did which really encouraged roleplay and in-game interaction was basically "no XP during the game". He kept track of what combat occurred, and then divvied it up at the end. As he was doing so, he would go around the room for each person, and everyone else would have to give three things that their character did that was totally in character for them. The more stories people had to tell about your antics in-game, the more XP your character got. It was actually my favorite part of the evening. It also made people pay more attention to the game as it was happening, because when your fate is in the hands of the group it doesn't pay to be lazy about recalling theirs.

    It's a fun review of the session, people pay more attention while it's happening, and they remember it better when you start up next time. It takes a hefty chunk of time depending on the size of the group, but it tacks on another dimension to the game.

    I thousand-times-yes this.

    They want to advance and hang out, so make their advancement contingent to their ability to be somewhat in character. Every successful game I've run or played in I've seen a variant of this system. Make it fun and exciting with the encounters, but also make it known that they will get more XP for roleplaying. Pretty much textbook carrot 'n stick.

    Darkewolfe wrote:
    Some players would hate this. If they don't want to roleplay, taking away the parts of the game they're enjoying isn't necessarily going to make them have more fun.

    The trick is to not take anything away from the parts they like, and given them incentive to get into character. Don't subtract XP, but award bonuses. We used to run a L5R campaign in which the "MVP" got a free reroll in the next session as voted on by the players. This was huge! Everyone wanted it! So give them something they want non-roleplaying for roleplaying. Totally optional and generally a 1-2 person bonus. Make them fight and compete for it and you'll see people get into character more and more.

    The other really obvious suggestion is to run a few sessions, here and there, that are RP-centric. That's touchy, so good luck.

    The Crowing One on
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  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User, Moderator, Administrator admin
    P.S. Did you have your players write a background story before they make their character? It'll help them get into their characters. A well written background story can have a PC comes alive... it gives them a cause, a motivation, and personality. As a good DM you should also try to incorporate they background story into your own... (If their character want revenge from a lord.. you should have that lord show up in the campaign at some time.)
    A lot of players feel that this is "homework" and dislike it, even though it's an effective tool for the DM to incorporate characters in the game. I wouldn't force anyone to write up a background story, unless they are into that sort of thing.

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  • Toxin01Toxin01 Registered User regular
    What I did in my game was allow anyone who wrote up a backstory, I'd allow them a little "starter set" of consumable items. If they gave me plot hooks in the backstory, I'd give an item. If you didn't write one at all, thats fine but you missed out on some free swag.

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  • ArbitraryDescriptorArbitraryDescriptor Registered User regular
    edited August 2011
    Kind of inline with the 'let them shape the world' angle: Make one of your players the star or theme of each adventure. Works well with blank slate characters like you've got. Pull one of them aside, come up with a few awesome plot points, and work out how to relate them to their character's backstory. Maybe the big bad is an old friend or whatever, it doesn't have to be elaborate. It gives them a reason to care who their character is, and gives them a reason to develop it.

    Then, when you wrap on that adventure, shift the focus to a new player. Rinse, repeat. Maybe even ask them if they want to guest DM a little dungeon crawl of their own afterwards. This also gives you a chance to play from time to time instead of just watching from behind your screen.

    [e] This is what our DM does, and I love it. I had a sense of my character before we ran his adventure, but he was still an abstract on a lot of levels. The adventure (and planning phase) filled in a lot of holes and made him a real (pretend) person.

    ArbitraryDescriptor on
  • DirtyDirtyVagrantDirtyDirtyVagrant Registered User regular
    These all seem like good suggestions.

    In the past, I was pretty heavy handed about this kind of thing, but I'm trying to work out a solution that's more based in positive-reinforcement. They're skillful players, but they tend to just do the bare minimum to describe their actions or otherwise create a niche for their character to plausibly exist in. Everyone is a mercenary or an ex-soldier, and they all just kind of meet up, hem and haw, shake hands, and then get to the killing.

    I guess I'll have to get them together and ask them what they're interested in playing. I'm not interested in molding the game to suit my own vision of what it should be. I just want to make sure that I'm doing the best I can to bring the setting to life for them. If that makes any sense.

  • tarnoktarnok Registered User regular
    I have three suggestions.

    One: Try to draw them into the role-playing. Give NPCs distinctive voices so they know when you're talking to them through a character and carry on a conversation without dropping out of character even if they do.

    Two: It's incredibly important for the players to be invested. If they're all just mercenaries with no sort of back story this is going to be harder but is still doable. In my most recent campaign we started out by having the PCs rescue a lost child and compete in competitions at the local fair. It not only let them meet the townsfolk and develop an attachment to them, it also gave me a valuable weapon. Need to motivate the PCs? Just torture some townsfolk. Muahaha!

    Give them someone to be invested in. An orphan or widow makes a good target for their affection. If they're the shoot-first-ask-questions-later type then it might be more dangerous to give them a villain to hate but that can work too. Someone in the village who's a huge douche-bag without quite pushing it far enough for them to be willing to brave the consequences of killing him. If he is later revealed to be in cahoots with the big bad and they finally do get to kill him it will give them a feeling of satisfaction far beyond the three crits they rolled on him.

    Three: One of the biggest things you can do is to let the players see that their actions have consequences. If they do just kill the douche-bag in town then the local law enforcement should be after them. The townspeople should be scared of them. Be careful. This kind of thing can quickly derail a campaign and make it no fun. If they're actually likely to just kill the guy, don't even bring him into it. But you can still show the players the consequences of their actions in a less campaign-killing manner by having the back room of the kobold caves be the nursery. Or having a group of clearly-outclassed goblins surrender instead of fight to the death. If the only question they have to think about is "Which sword should I use to kill these guys?" then they're not going to put a lot of effort into role-playing. Present them with situations that make them stop and think about what they're doing.


    This is not directly related to the question at hand, but just a friendly piece of advice: Don't stick too hard to your game plan. Even if you have a clear idea of where the story is going the players need to feel like they're in control. If they're being rail-roaded that adds to the feeling that they're just riding along, swinging their swords at monsters as they pop up. You don't have to relinquish control of the story, but you have to make your players believe that they are in control. For instance, in the campaign I was talking about before the players had a choice early on of trusting one of two NPCs. Keep in mind that the game world, like Schoedinger's cat, is not set till the players observe it. Whichever NPC the players trusted was always going to be the wrong one because that's what the story needed in order to advance. Similarly, when players go off on tangents rather than yanking them back to the story you have to quickly figure out a way to bring the story to them, or make it so immediate that they are compelled to go back. When my players were about to go do something silly that was going to draw them further away from the story they heard that their home town was being occupied by a mysterious army. Don't work too much detail into your story because you're going to have to change a lot of details to get the players to where they need to be when they need to be there. Either their choices can disrupt your details or their choices don't actually matter in which case you're encouraging them not to role-play.

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  • DirtyDirtyVagrantDirtyDirtyVagrant Registered User regular
    I like that. But I have a question.

    With the moral grey area stuff, these guys tend to be rather black with their decisions. They are frequently executing unarmed prisoners, collecting trophies (heads, ears, fingers), and just generally being really carefree about what they do while hiding under a neutral (unalligned) alignment.

    What can I do about this? It's seriously getting on my nerves.

  • Casually HardcoreCasually Hardcore Once an Asshole. Trying to be better. Registered User regular
    it sounds like your group just needs to learn to let go and have fun. It takes a little while for it to happen, and sometimes it'll never happen. Though, the best ice breaker is humor. Nothing like starting off a campaign by botching a roll and slicing off the arm from the person you're trying to save in the very first encounter...

  • Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    I like that. But I have a question.

    With the moral grey area stuff, these guys tend to be rather black with their decisions. They are frequently executing unarmed prisoners, collecting trophies (heads, ears, fingers), and just generally being really carefree about what they do while hiding under a neutral (unalligned) alignment.

    What can I do about this? It's seriously getting on my nerves.

    Well, if they're continually doing evil things, then you should change their alignment to evil. As far as dissuading them from doing that kind of stuff (and I would only do this if it's messing with the game, otherwise if they want to be evil, let them), just have there be repercussions, same as in real life. I bet if they find out their actions are making things more difficult for themselves, they'll reign it in a little.

  • DirtyDirtyVagrantDirtyDirtyVagrant Registered User regular
    Right. But if I try to change their alignments they get all pissed off. They seem to think that being unaligned is a free ticket to just act on whatever impulses they have at the moment.

  • The Crowing OneThe Crowing One Registered User regular
    Right. But if I try to change their alignments they get all pissed off. They seem to think that being unaligned is a free ticket to just act on whatever impulses they have at the moment.

    You're the DM, so it's all up to you. When I run games I'll roll dice behind a screen and fudge/make-up the result if I'm looking for something specific. The same goes for alignment. An Orc can pretend and genuinely believe that they're an Elf, but that's just the Orc who is still an Orc. If the characters are doing evil stuff and refuse to have their alignment changed, then that's fine. Just craft experiences and encounters that reflect their less-than-savory nature.

    Hell, if you want to go along for the ride, make them into a nasty, brutal merc company and start sending them on adventures to do things like "kill the (good-aligned) princess of the rival royal house" or "collect debts".

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  • AspectVoidAspectVoid Registered User regular
    I like that. But I have a question.

    With the moral grey area stuff, these guys tend to be rather black with their decisions. They are frequently executing unarmed prisoners, collecting trophies (heads, ears, fingers), and just generally being really carefree about what they do while hiding under a neutral (unalligned) alignment.

    What can I do about this? It's seriously getting on my nerves.

    One of the big things I've learned from being a DM is that you have to let the players do what they want. If you start saying "No, you can't do that" then they will resent you for it. Don't get upset that your players are black, take it to the ultimate conclusion and revel in the fact that your players just became the villains of the current story arc.

    What you should do is send the government after them. Leave them as "unaligned" since it doesn't hurt you at all. What should matter is how the world sees the players, and if the world sees the players as criminals, then the world should react accordingly. You have this giant list of what they've been doing, so the next time the players are in a village or town, have the peasants hide and flee from them. Have them stumble across wanted posters and the like. Then send a Paladin order after them to arrest them. If the players win the fight, then they've just slaughtered a bunch of law enforcement officers and you have a good setup for an evil campaign. Start sending more law enforcement after them and nudge them into attempting to take over the kingdom.

    If the players lose the fight, the Paladins arrest them and drag them to trial. They're found guilty and can either serve the kingdom or be hanged for their crimes. They'll choose to serve and you can have the paladins lay down the law that if the players continue their previous crimes, then they'll be executed. They'll either need to shape up or, again, switch to an evil campaign and try to take over.

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  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    So don't change their alignment on their character sheet, just have the world react to them based on their actions. One of the townsfolk they rescue return to town with stories of how vicious and brutal they were; they are celebrated for rescuing the people, but they aren't particularly warmly welcomed. Treat them as you would a growling dog on an inattentive owner's barely held leash; very, very carefully.

    Let it sink in that their actions have consequences and reprecusions.

    That said, one of my last characters had a habit of collecting a tooth from each dragon we slayed... slew... killed, so maybe I don't have a lot of room to talk.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • Descendant XDescendant X Skyrim is my god now. Outpost 31Registered User regular
    edited August 2011
    Right. But if I try to change their alignments they get all pissed off. They seem to think that being unaligned is a free ticket to just act on whatever impulses they have at the moment.

    You're the DM, so it's all up to you. When I run games I'll roll dice behind a screen and fudge/make-up the result if I'm looking for something specific. The same goes for alignment. An Orc can pretend and genuinely believe that they're an Elf, but that's just the Orc who is still an Orc. If the characters are doing evil stuff and refuse to have their alignment changed, then that's fine. Just craft experiences and encounters that reflect their less-than-savory nature.

    Hell, if you want to go along for the ride, make them into a nasty, brutal merc company and start sending them on adventures to do things like "kill the (good-aligned) princess of the rival royal house" or "collect debts".

    The Crow is absolutely right here. This is what's called "rolling with resistance." If your player refuse to get involved one way, make them get involved in another by changing tactics. To build on this suggestion, when the next bit of the campaign is finished you could have someone come to them with a contract to kidnap or kill someone. When they get to their goal, try to make the victim the type of character that they will not want to harm so that they have to make the decision.

    Voila! Role playing!

    Build on it from there.

    On the other hand, they're probably a lot like the two groups I've gamed with an pretty much just get together to roll dice and swear at each other. As has been said above me, there's nothing wrong with that, it just changes what you have to do to make the game fun for them.

    Descendant X on
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  • ArbitraryDescriptorArbitraryDescriptor Registered User regular
    I've always read some executions (ex: to avoid detection) and (post mortem) trophy taking as chaotic neutral (brutal disregard for honorable notions, but more utilitarian than malicious), which is now lumped into 'Unaligned'.

    But it's your world, I'm sure you didn't come here to debate imaginary moral grey areas :)

    Here's a notion that might avoid upsetting them:

    They are mercenaries? Have their next employer lay down a code of conduct because they're out there representing him, and he won't have tales of their perversions and a mass grave of mutilated corpses sullying his good and reputable name. Or, rather than change their alignment, just have reputable people stop hiring them; maybe have an offended employer arrange for the city watch to throw them in the dungeon in lieu of payment.

  • Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    Not to sound harsh, but it sounds like the problem might be with you. It seems that you want to run a good aligned campaign and your players don't. One of the main functions of the GM is to make the game fun for the players. There are certain behaviors that you should try and curb, but I'm not sure this is one of them. You really should tailor the campaign to the PCs.

    What I've found is the quirks of the characters can lead to a lot of hilarity and fun. Try to find a way to turn it back around on your players. An example of a recent adventure my group got into:

    We were traveling to a gnomish town when we stumbled upon a kobold cave. We went in guns blazing, slaughtering everything in our path. Halfway through the carnage we started to notice we were only coming up against women, children, and the elderly. We shrugged our shoulders, figured the gnomes would be thankful there were less kobolds around, and finished our business. One of the members (a gnome) even went so far as to break the eggs we found. When we got to the town, expecting to be welcomed as the great heroes, we found out the gnomes had a mutually beneficial agreement with that kobold tribe. The warriors were currently out raiding but were due back any day now. Whoops!

    It also led to the motto of our group currently being "You Can't Make an Omelet Without Breaking a Few Hundred Kobold Eggs".

  • RadicalTurnipRadicalTurnip Registered User regular
    edited August 2011
    I like that. But I have a question.

    With the moral grey area stuff, these guys tend to be rather black with their decisions. They are frequently executing unarmed prisoners, collecting trophies (heads, ears, fingers), and just generally being really carefree about what they do while hiding under a neutral (unalligned) alignment.

    What can I do about this? It's seriously getting on my nerves.

    So they *are* roleplaying, just not how you would like. It sounds to me like they are expressing their "evil" side because you are afraid to let it fall into evil. You keep trying to make them good, and when they push the bounds, you don't push back. I don't mean be mean...but let them be evil. Set up a situation where someone is going to pay good money to eliminate an opposing competitor's Children. Then (if they accept...) the mother begs and pleads with them not to do it when they go to the house. If they kill everyone, set up a situation where they're fighting the local law enforcement. Effectively, call their bluff, allow them to experience evil in the world, and if they keep choosing it, then they really won't be able to argue with you that they're evil. Of course, this could backfire and you may find yourself running an evil campaign...but at least you know (and they know) that the session can take a turn for the darker.

    If they're acting like the all-powerful, the DMG has a few recommendations for that (at least in 3.5, not sure about 4e)...but basically if they're doing things that would annoy powerful people...constantly send assassins and things of that nature after them. Your world, like the real world, has consequences.

    Edit: wow, beat to the bunch a couplefold.

    RadicalTurnip on
  • L Ron HowardL Ron Howard The duck MinnesotaRegistered User regular
    What's wrong with evil?
    If they want to be evil bastards, let them be evil bastards. It might be a problem if you have a paladin in the group though.

  • QuidQuid Definitely not a banana Registered User regular
    In the past, I was pretty heavy handed about this kind of thing, but I'm trying to work out a solution that's more based in positive-reinforcement. They're skillful players, but they tend to just do the bare minimum to describe their actions or otherwise create a niche for their character to plausibly exist in. Everyone is a mercenary or an ex-soldier, and they all just kind of meet up, hem and haw, shake hands, and then get to the killing.

    You can use this. Do they mention any wars, family killed, etc? I had two guys give me generic "My family/community was attacked and now I have amnesia" stories. Then someone suggested I have one of them be responsible for the other's misfortune. Worked perfectly and made for a good story.

    Also, if they want to be evil in everything but name let them. And like others have pointed out let there be repercussions for their evil or set them up to do evil things.

  • tarnoktarnok Registered User regular
    edited August 2011
    AspectVoid wrote:
    What you should do is send the government after them. Leave them as "unaligned" since it doesn't hurt you at all. What should matter is how the world sees the players, and if the world sees the players as criminals, then the world should react accordingly. You have this giant list of what they've been doing, so the next time the players are in a village or town, have the peasants hide and flee from them. Have them stumble across wanted posters and the like. Then send a Paladin order after them to arrest them. If the players win the fight, then they've just slaughtered a bunch of law enforcement officers and you have a good setup for an evil campaign. Start sending more law enforcement after them and nudge them into attempting to take over the kingdom.

    If the players lose the fight, the Paladins arrest them and drag them to trial. They're found guilty and can either serve the kingdom or be hanged for their crimes. They'll choose to serve and you can have the paladins lay down the law that if the players continue their previous crimes, then they'll be executed. They'll either need to shape up or, again, switch to an evil campaign and try to take over.

    This. Alignment is much less central in fourth edition than in earlier editions. Nine-hundred ninety-nine people out of a thousand aren't going to know or care what your PCs have written on their character sheet. You can identify a tree by the fruit it bears; if your PCs do evil stuff then people will see them as evil regardless of what they have written on their character sheet. Do try to be realistic about this though. NPCs aren't omniscient. A wizard might have been watching when they killed all the little kobolds in the nursery, but the townsfolk will probably never know.

    Don't try to stop them being evil if that's what they want to do. It may not be the campaign you wanted to run, but this is the kind of thing that should have been worked out before you began. At this point you can only quit or try to get on board with where your players are going. You can have a campaign of evil characters if that's what the players really want.

    If you think they're just killing everything out of convenience though, make them have to think about their actions. Look for something they like* and see as an anchor in the game then clobber them over the head with it. Maybe the quiet, innocent, pretty girl from their home village is so repulsed by the stories reaching home about their deeds that she trains in secret to hunt them down and bring them to justice. Find someone or something close to their character and let this person or group or place hold a mirror up to them and make them come to terms with what they've done. Don't just make up a character from whole cloth though. Make sure that you give as many people as possible names as you go along. You want to build up a stable of NPCs so that you can make it look like the whole thing was planned from the beginning when you pull a character completely out of your ass and it turns out to be someone they've met before.

    But make sure they have a way out. Make sure that the assassin girl isn't just hell-bent on killing them, or as AspectVoid said, that the paladins offer them a way out other than the hempen jig. If their only choices are death or more evil then this will not solve the problem.

    edit: I also like the suggestions about getting to them through their employers if this campaign has been mostly contract driven so far. Another idea is to make it appear karma-driven. When one of their employers double-crosses them have him try to justify it by saying they're just a bunch of murderous bastards anyway so he doesn't feel too bad about it; or maybe even sees it as a service to the community.

    *edit 2: It needs to be someone or something they like because otherwise it's just another enemy. Look at it this way: What's the difference between someone just walking up to you on the street and telling you "You're being a dick" and your best friend telling you "You're being a dick"? When it comes from someone you don't care about it just means that you're going to see that person as an enemy; if it comes from someone you care about then it draws you up short and makes you look at things.

    tarnok on
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  • LibrarianLibrarian The face of liberal fascism Registered User regular
    I once toyed with the idea of having a rival group of adventurers controlled by the GM. I was GMing for an evil group as well. In my campaign the main antagonists were a bunch of guys they knew from the adventurer's academy(it being a game of Hackmaster really helped not taking things too seriously) and the other group was made up of the best of the best, so there was always this bunch of badass grimdark dudes in black leather who was one step ahead of my players and kept mocking them.
    We never finished this campaign for various reasons, but I think the idea worked pretty well.

  • Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    Librarian wrote:
    I once toyed with the idea of having a rival group of adventurers controlled by the GM. I was GMing for an evil group as well. In my campaign the main antagonists were a bunch of guys they knew from the adventurer's academy(it being a game of Hackmaster really helped not taking things too seriously) and the other group was made up of the best of the best, so there was always this bunch of badass grimdark dudes in black leather who was one step ahead of my players and kept mocking them.
    We never finished this campaign for various reasons, but I think the idea worked pretty well.

    We have this in our current campaign, a female adventuring group called Mother's Milk. They screw us out of good jobs, show up at the worst time to interrupt or mock us, and generally make us hate them. When one of our players moved away, we had his character join up with them (not out of spite, to keep him in the game, in a way, though mostly for spite). It can create a fun dynamic and another method for a hamfist being a little less hammy.

  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User, Moderator, Administrator admin
    If they don't want to have their alignment changed, but they are clearly doing things out of alignment, then perhaps you should just ditch the alignment system altogether. Nothing of value will be lost.

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  • OtakingOtaking Registered User regular
    Kill them until their fresh rerolls can't penetrate the pale fleshy wall of the rigor mortised interlocked bodies of their rerolls to remove the corpses of their blind and bloated rotting rerolls from the ventilation shafts. Let them spend the last seared breath from their lungs cursing you as they die from inhaling the exhumations of the poisonous fetid air of their infinite mortality.

  • PlatyPlaty Registered User regular
    I don't know if anyone has already given you this advice, but you could write backgrounds for your players' characters and give them out on little cards. I know a DM who did this and it gave his players something to start from.

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