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Building up to the climax!

1st Sep 2014, 8:00 AM

Building up to the climax!
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view XiaoKe's profile

XiaoKe on 1st Sep 2014, 8:00 AM

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Natural Combat

Most roleplayers will only fight if it is within character or if it seems natural for their character to do so. This is why as a GM it is good to plan ahead, if you really need your players to get into a fight you need to know how their characters think and what motivates them. A good example is I recently played a mini session where my character basically lived in the forest his whole life and is intrigued by others and civilization but never interferes, so my GM kept trying to get me to accept the plot hook and get into the story he had set up for me but there was not motivation for my character to do so. So the GM ended up having the hobgoblins start hacking away at a tree which naturally peeved off my character and I went in.
The moral of the story is that if you don't get to know the characters you may not be able to get your players to do what you need them to do (Especially roleplayers)

Up next! Hiding is just as effective as running!



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natural

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kidra on 1st Sep 2014, 10:40 AM

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Being the GM in the comment above, I want to add that it's for that exact reason that I did the mini session. Now for the "real" session I know better how to get his character hooked into the main plot.

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mistriousfrog on 2nd Sep 2014, 2:10 AM

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As a GM I cannot agree more how annoying it is when you craft a large amount of stuff for the game in preparation but it all goes to waste because players are simply not interested. If I can give some advice, you don't necessarily need to know the ins and outs of every PC before yous start planning a campaign, but definitely learn their alignments. A campaign being derailed in session one because the entire party is actually chaotic evil can be a very unfortunate thing.

What's the difference?

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Disloyal Subject on 4th Sep 2014, 9:25 AM

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Alignment is tricky, though - there's a dozen-odd ways to interpret any given one, and the arguments over them can negate the benefit it gives as a starting point.

ChessPwn on 29th Sep 2014, 11:59 AM

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I really agree with this. I find it the biggest problem I've come up against both as a player and as a GM. I hate when I make a player with a personality, and the GM gives the story with no motivation besides "you're the good guys!" as to why we're doing something. Lots of times my characters aren't about good or evil or money, but sometimes fame, rank, or to help someone he cares about. So it's tough, do I "stay in character" and go against the plot and maybe leave the party, or do I change the personality and accept the story the GM has made.
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