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2021-06-13, 08:37 PM (ISO 8601)
- Join Date
- Oct 2007
Re: Getting players to recognize their own agency
Thinking about this again - is agency even what your players want? It seems like they actively disclaim agency - possibly because they don't want to make impactful choices which might be wrong and might put them permanently behind.
Specifically, this part:If you struggle, which you sometimes will, and it can be the result of poor tactics, bad dice rolls, character builds which are weak against the particulars of the mission, or balancing mistakes on my part, you can usually pull through by taking on debts; usually in the form of potions or mercenaries, which will reduce your wealth.
If you feel you cannot possibly complete the mission without risking your characters life, it is permissible to turn back; but doing so should only be a last resort as you will fall drastically behind the wealth curve and may alienate your patrons or otherwise let opportunities slip away.
Also, they're unfortunately realistic consequences. We can laugh and cheerfully accept being sliced in half by an ogre, because it isn't real to us! Not only the ogre, but I've never faced someone seriously trying to kill me, and I doubt the majority of other RPG players have either. But being in debt, falling behind, alienating important people, missing opportunities? Those are problems most of us face, so real you can taste them - and they taste like ****.
Some people enjoy confronting their actual problems in a fictional context, but I just find it depressing. Infinite possible worlds, and I'm still facing the same issues? And fictional triumphs can feel pretty hollow when you know it means nothing to solving the same problems IRL.
If that's the category your players fall into, this isn't a wording problem - they're just fundamentally not going to enjoy facing permanent negative consequences, regardless of how fair it was.Last edited by icefractal; 2021-06-13 at 08:48 PM.
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2021-06-13, 09:01 PM (ISO 8601)
- Join Date
- Mar 2007
- Location
- Australia
Re: Getting players to recognize their own agency
Saintheart ain't wrong.
Can I suggest (Bold just hilighting my edits, not intended to go into your final version)
Likewise, I tend to play intelligent enemies smart,andthey will tend to observe how your characters look and act use whatever methods are at their disposal to targetyourthose weaknesses. If you have a low strength, expect to be tripped or grappled; if you have no ranged weapon, expect to be kited; if you have no armor, expect to take a lot of damage full Stop. New sentance with a starts with Also if you have low fortitude expect poison to be a problem, and if you have low resolve expect to fall prey to mind control or magicwhen itwhenever itshows up and that once an intelligent foe has hit you with this sort of ability, they're going to work out that you're a soft target for this and then will keep hitting you
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2021-06-13, 09:28 PM (ISO 8601)
- Join Date
- Sep 2009
- Location
- Denver.
- Gender
Re: Getting players to recognize their own agency
Those are some pretty good edits; although at this point I have kind of given up any idea of talking to them at all as the majority of people I have talked to think that any attempt to address the issues will only make them worse.
Yeah, that's a good point.
It isn't so much, I think, that my game is too hard for them, its that they are a weird intersection of casual gamers and perfectionists; they don't really want to put effort into the game, but can't handle missing out on a single XP, GP, or objective.
The thing is, its not really that they don't enjoy my games or my style; its just that, for whatever reason, they just don't know how to deal with failure and have a ton of misdirected anger which causes them to explode at someone or something every five sessions or so, and that is what I am trying to resolve here.Looking for feedback on Heart of Darkness, a character driven RPG of Gothic fantasy.
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2021-06-13, 09:54 PM (ISO 8601)
- Join Date
- Mar 2007
- Location
- Australia
Re: Getting players to recognize their own agency
The best way to deal with failure is a "Growth Mindset". So how about awarding XP for failure?
You'd need to balance it so they don't want to fail for tactical reasons, but it could take the sting out. Maybe, critical failed rolls give a smallish bonus, the first time a PC goes down in combat in an adventure a moderate bonus and a large bonus for any player who can articulate what their character learned from a failed mission?
Another option would be some sort of "karma" mechanic where the failure now helps with success later. Again, you may need to be careful to avoid a situation where attempting an impossible task now seems like a good idea just to get the bonuses later when it matters
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2021-06-13, 09:56 PM (ISO 8601)
- Join Date
- Sep 2013
Re: Getting players to recognize their own agency
To be kind of blunt, I don't think any open letter that you can pen will resolve this.
Neither you nor anyone else at the table ought to be obliged to put up with angry outbursts - frankly, if any of your players are "explod[ing] at someone or something every five sessions or so", it's past time to uninvite them until they stop. Anyone with a "ton of misdirected anger" should get that sorted out - away from the gaming table.~ Composer99
D&D 5e Campaign:
Adventures in Eaphandra
D&D 5e Homebrew:
This can be found in my extended homebrew signature!
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2021-06-13, 09:57 PM (ISO 8601)
- Join Date
- Sep 2009
- Location
- Denver.
- Gender
Re: Getting players to recognize their own agency
I get about one player a year, and about half of those either turn out to be crazy, druggies, or crazy druggies and have to be ejected from the group, or just flake out and never actually show up.
Furthermore, most of the new players are friends of existing players.
Trying to pull a whole new gaming group from whole cloth just ain't gonna happen. I might be able to eventually pull it off if I started running adventure league games at the hobby store and building up a huge list of contacts, but that is a ton of time and effort for something that might never pay off.
I don't know.
I just really want them to accept that their dice rolls, build decisions, and tactical decisions have as much of an impact on the outcome of the game, both success and failures, than the whims of a capricious and sadistic all powerful GM.
I also want them to try and understand that there are not good or bad character builds, just those that synergize with the party and those that don't, and that you need to be able to live with the drawbacks that you give your character rather than throwing fits and accusing other people of cheating.
Is advice a good thing? Because Pex and Kesnit both seemed to be very strongly opposed to the idea.
But that just isn't true. I have been playing this game, and similar RPGs, for almost thirty years now, and players failing a mission for lack of resources as all but unheard of. Maybe 1 in 50 sessions if that?
And I explicitly followed it up with advice about how to approach resource expenditure, which was soundly criticized and rejected.
Is "rubber-banding" going to be the new "gotcha?" An ill defined term that comes to be shorthand for anything I do the forum doesn't like?
In this case I take it that rubber-banding is being used to mean balancing an adventure as a whole for characters of the player's power level?
Because if so, guilty as charged, at the utmost insistence of my players.
Ok, how are we defining blame?
I build the mission with a white room difficulty equating to ~80% resource expenditure. That is intentional. Variation from dice rolls, player builds, tactical decisions, and math errors can and will cause that to fluctuate over the course of the game, and sometimes it will even push it over 100%. That is intentional, and that is my "fault".
The thing is though, anytime it fluctuates above 80%, the players immediately start discounting their actions, builds, or dice rolls, and instead insist that it is all my fault because I messed up the math / am cheating / am tailoring encounters to screw them / am tricking them / am out to get them for some imagined slight / intentionally made an over CRed adventure, etc.
Or they blame one another, sometimes that happens as well.Looking for feedback on Heart of Darkness, a character driven RPG of Gothic fantasy.
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2021-06-13, 10:19 PM (ISO 8601)
- Join Date
- Mar 2019
- Location
- Magrathea
- Gender
Re: Getting players to recognize their own agency
I should emphasize that it's not that it's permanent consequences that reinforce difficulty that's the problem here. Rather, it is permanent consequences to try to keep up, as well as the fact that it is a painfully realistic and unenjoyable means of doing so. If you want to give the player a way to catch up to the rest, throw in a small dungeon for the party and give that particular player bonus EXP because it's that player's quest. "Avenging my uncle, who was slain by the Troll King" or something. Then again, a lot of DnD versions make it so you can miss a level or two and be in line with the rest of party.
Overall, long-standing debt is something lots of people don't want to think about in a game like DnD. Period. Debt should only be present if it's something that affects the party as a whole and, more importantly, to function as a plot hook.
In other words, the only debt that should be relevant to most fantasy DnD campaigns isn't actual financial debt, just a mechanism by which the party is brought to a certain quest.Last edited by Squire Doodad; 2021-06-13 at 10:22 PM.
An explanation of why MitD being any larger than Huge is implausible.
See my extended signature here! May contain wit, candor, and somewhere from 52 to 8127 walruses.
Purple is humorous descriptions made up on the fly
Green is serious talk about hypothetical
Blue is irony and sarcasm
"I think, therefore I am,
I walk, therefore I stand,
I sleep, therefore I dream;
I joke, therefore I meme."
-Squire Doodad
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2021-06-13, 10:30 PM (ISO 8601)
- Join Date
- Sep 2009
- Location
- Denver.
- Gender
Re: Getting players to recognize their own agency
If I am following, I think you may be misunderstanding what debt means in this context.
Basically, rather than counting coins, characters in Heart of Darkness have a wealth rating. At the end of each adventure you modify your wealth rating by the net result of your objectives (a catch all term for treasures and goals) minus your debts (a catch all term for expenses incurred during the adventure).
Its not that you actually need to take out a loan and pay it back over time or anything of the sort, and the game expects you to take on some debts, you would quickly run out of things to buy if you didnt.Looking for feedback on Heart of Darkness, a character driven RPG of Gothic fantasy.
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2021-06-13, 10:35 PM (ISO 8601)
- Join Date
- Jul 2013
Re: Getting players to recognize their own agency
Please don't misrepresent the advice you are given. There is a difference between someone saying "Don't give this specific text or anything with the same tone and attitude problems" vs "Don't give advice".
If someone told me "Don't swear" I would not claim that they told me "Don't speak".
1) Are you wise enough to ask Kesnit? Are you humble enough to presume you are misunderstanding what they said?
2) Kesnit was talking about how your open letter reads. The fact that the reading is not true about your game says a lot about how the open letter is flawed.
3) Did you consider the criticism or did you misrepresent it as saying all advice is bad?
No. Rubber banding is a well defined term that I consider to have a neutral connotation. Although yes I bent it to refer to the overall session instead of individual encounters.
Although it sounds like the players won't like some days being easier than other days as long as no day is worse than a level appropriate session? If true, then it was good that you listened to your players. I retract that suggestion.
You designed the system. You chose the target difficulty. You know the players which matters when you calculate the difficulty of an encounter or the set of encounters for a session. You designed the PC character generation. You know the PCs. You have an idea of how much of a mistake will have how much of a consequence. You designed the system. You chose how tight the difficulty would be (that 80% with tiny hp for example). You chose how big the variation from dice rolls would be.
I expect you realize all of that. I expect you are willing to own all of that impact. However if your letter is just talking about blaming the players for their impact without you acknowledging the extent of your impact, it will not go over as well with reasonable players than if you did acknowledge the extent of your impact.
Of course you will remember that I qualified this subthread by saying I was concerned your players might not be reasonable enough.
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2021-06-13, 10:35 PM (ISO 8601)
- Join Date
- Dec 2010
Re: Getting players to recognize their own agency
I don't think its rubber-banding in this case, but there is a sort of anti-agency thing. You have a difficulty curve that a given party can get ahead of or fall behind on. If someone is falling behind, their supervisors shouldn't keep giving them harder and harder duties just based on how long they've been with the organization - that's one way you get dysfunctional organizations (related to the Peter Principle). If the players can't say e.g. 'okay, we're Lv9, but last time we went up against CR 9 foes it felt pretty shaky, lets just do a CR 5 mission this time', then that's a big hit against them being able to be responsible for their own success and failure.
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2021-06-13, 10:54 PM (ISO 8601)
- Join Date
- Mar 2019
- Location
- Magrathea
- Gender
Re: Getting players to recognize their own agency
Okay, that makes more sense. Personally I'd be against the word "debt" being used (maybe "expense" or something) but that's evidently not important right now.
Anyways, moving on to the next 53 predicaments and outstanding issues.
Wait, so if there aren't any coins, do players actually know they get any amount of loot from fights aside from magical items they find? Or is their monetary profit from an adventure summed up at the end and they don't know how much it'd be until then.
Isn't CR meant to be "a party of a given level should be able to defeat this using no more than 50% of their resources" or something?Last edited by Squire Doodad; 2021-06-13 at 10:59 PM.
An explanation of why MitD being any larger than Huge is implausible.
See my extended signature here! May contain wit, candor, and somewhere from 52 to 8127 walruses.
Purple is humorous descriptions made up on the fly
Green is serious talk about hypothetical
Blue is irony and sarcasm
"I think, therefore I am,
I walk, therefore I stand,
I sleep, therefore I dream;
I joke, therefore I meme."
-Squire Doodad
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2021-06-13, 11:10 PM (ISO 8601)
- Join Date
- Oct 2007
Re: Getting players to recognize their own agency
In 3.x, CR = ECL would be about 20% of the party's resources, on average.
Of course that's not an even fight. CR = [the party's CR], meaning usually ECL+4, would be theoretically an even fight, meaning it likely takes most of your resources if you even survive.
May be completely different in Heart of Darkness though.Last edited by icefractal; 2021-06-13 at 11:12 PM.
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2021-06-14, 12:06 AM (ISO 8601)
- Join Date
- Mar 2019
- Location
- Magrathea
- Gender
Re: Getting players to recognize their own agency
An explanation of why MitD being any larger than Huge is implausible.
See my extended signature here! May contain wit, candor, and somewhere from 52 to 8127 walruses.
Purple is humorous descriptions made up on the fly
Green is serious talk about hypothetical
Blue is irony and sarcasm
"I think, therefore I am,
I walk, therefore I stand,
I sleep, therefore I dream;
I joke, therefore I meme."
-Squire Doodad
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2021-06-14, 12:13 AM (ISO 8601)
- Join Date
- May 2009
- Location
- Perth, West Australia
- Gender
Re: Getting players to recognize their own agency
Last edited by Saintheart; 2021-06-14 at 12:14 AM.
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2021-06-14, 12:42 AM (ISO 8601)
- Join Date
- Aug 2018
Re: Getting players to recognize their own agency
Yet another thread detailing your latest escapades! From the glance I've had, it seems like you're running the same game as ever - oh look, your players have said the same thing. Have you considered just trying to run a simple, on-rails game the way your players seem to want? It's becoming increasingly obvious that there's a huge mismatch between gaming styles at your table. No amount of tweaking the rules of Soulsborne will make it fun if the rest of the table wants Mario.
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2021-06-14, 01:32 AM (ISO 8601)
- Join Date
- Oct 2011
Re: Getting players to recognize their own agency
Originally, I was going to limit my reply to just the items outside the spoilers, to drive the focus to those ideas. But I think that I might forget to circle back later, so I included several miscellaneous ideas in spoilers.
OK, here's what I just heard: "Agency" and "Challenge" are *both* red herrings; what you actually care about is maturity. You're trying to trick your players into magically being more mature than they have been, by telling them that they have agency.
Before I offer any suggestions on this path, please confirm the accuracy of this assessment.
Spoiler: trees, don't lose the forestI am only referring to rubber banding the tactics, of making the monsters fight harder when the party is doing well vs holding the idiot ball when the party is doing poorly.
I have an idea. Two, actual. Feel free to use one or both. Create boxed text. Test it with us / your parents / a random 5-year-old (or several). Record the solutions that they were able to divine from the boxed text. Then
1) have one of your players read the boxed text aloud;
2) make all unlocked boxed text available online.
This gives your players the ability to focus on (and to remember, without taking notes) the important (and necessary) details.
This! This is wording I've been searching for!
Talakeal, if you replace every complaint by your players that your game is "too hard" with this, with a complaint that your game leaves little margin for error (or, the way your players might word it, that the players have to read your mind, and play the game your way, else they fail), what would your response be?
Changing small details like this can change how effectively ideas are communicated, including… word… producing negative communication. Calling it "self destructive" is good, but I want to emphasize that different phases have different values, and some of those values are negative. Much like how the original letter had negative value to produce its desired result, or saying that the Avatar of Hate could not be killed by violence made the players focus on nonviolent ways to kill it, etc.
Spoiler: more treesSorry, I'm too tired / dumb / something to understand your question / comment here. If it's still relevant, can you reword it for me?
That is also a good solution: building a culture of player self-sufficiency. In fact, it's probably the *best* answer *if* the goal is to increase the maturity of the group.
That said, what do you think of my "boxed text" idea (in the other spoiler)?
Indeed, if the goal is to increase the maturity of the group, being able to admit fault - and learn from it and do better! - could go a long way towards showing them the right path.
But… and this may be too advanced but… is there any groundwork that needs to be laid before "being the mature one" can be effective?Last edited by Quertus; 2021-06-14 at 01:58 AM.
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2021-06-14, 01:38 AM (ISO 8601)
- Join Date
- Nov 2019
Re: Getting players to recognize their own agency
I doubt any letter – no matter how perfectly worded – is going to solve this situation.
That said, I am curious... what do they say when you make these arguments in person? Do they straight up not listen to them or do they offer an explanation for their point of view?
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2021-06-14, 03:28 AM (ISO 8601)
- Join Date
- Feb 2015
Re: Getting players to recognize their own agency
Ok, let's see how i as a player would understand this.
Your character is yours to build, but understand that in doing so you are making decisions which have consequences. Overly specializing means you excel in one area, but may be useless and bored when that area isnÂ’t relevant. Likewise, a character who foregoes defense for offense may find themselves incapacitated too often to make use of their strengths, while one who foregoes offense for more defense might simply be ignored in favor of softer targets and contributing little.
b) but tanking will not be a viable strategy, don't build for it
Likewise, I tend to play enemies smart, and they will tend to use whatever methods are at their disposal to target your weaknesses. If you have a low strength, expect to be tripped or grappled; if you have no ranged weapon, expect to be kited; if you have no armor, expect to take a lot of damage, if you have low fortitude expect poison to be a problem, and if you have low resolve expect to fall prey to mind control or magic when it shows up.
I will be using a wide array of enemy types and locations; this means that there shouldnÂ’t be one offense or defense that will be the key too everything. Some characters will be better in some sessions than others, but it will all more or less balance out in the end.
The most effective form of power gaming is synergizing your abilities with those of your comrades and working together as a team.
This game is going to be fair, but ruthless. There are no house rules in place to protect your characters, and if you make a mistake or bite off more than you can chew, I will not step in to save you.
I know itÂ’s frustrating to lose, and if something bad happens to your character I know most peopleÂ’s first instinct is to find something or someone to blame and then lash out at it, but understand that when you do that you are going to put everyone else on edge, which will make the next instance that much more severe.
A note for newer players; Brian, Bob, and I have been gaming together for decades, and we all have long memories. If one of us starts bitching about something that happened long ago, please regard it as the ramblings of a grumpy old man rather than a legitimate piece of gaming advice.
I will not put in problems that require one specific solution. If your first idea doesnÂ’t work, please donÂ’t become frustrated. Instead, try a different approach; do not assume you are in a no win situation or a puzzle which requires a very specific answer.
Challenge and Rewards:
Most missions will be calibrated against the standard party following the difficulty guidelines in the book.
There will occasionally be a high risk / high reward or low risk / low reward mission when it makes sense, but these are rare.
Completing a mission successfully rewards five wealth. There will also be up to five optional objectives which can further increase wealth.
The average mission will deplete most of your resources; i.e. vitality, mana, destiny, and charged artifacts or abilities. What you have left over can be used to help accomplish optional objectives or saved for activities during the recovery phase such as crafting or gambling.
If you struggle, which you sometimes will, and it can be the result of poor tactics, bad dice rolls, character builds which are weak against the particulars of the mission, or balancing mistakes on my part, you can usually pull through by taking on debts; usually in the form of potions or mercenaries, which will reduce your wealth.
If you feel you cannot possibly complete the mission without risking your characters life, it is permissible to turn back; but doing so should only be a last resort as you will fall drastically behind the wealth curve and may alienate your patrons or otherwise let opportunities slip away.
The ideal Heart of Darkness character is brave, yet cunning. The objective of the game is to use your resources wisely, making the maximum impact for as little expenditure as possible, so that your resources will carry you as far as you can, completing the mission, all optional objectives, and having some left over for the recovery phase.
Note on Challenge:
These are my statistics for past playtests:
Players complete 93% of missions they attempt.
The average mission is worth seven wealth after bonus objectives and debts.
Player characters expend, on average, 80% of their resources in a given mission.
But, when upon reading the draft, my most level headed and trusted player summed it up as "I am hardcore, and I play to win! You will all die, and when you do don't come crying to me like a bitch!" which is not exactly what I was going for.
And suggestions for how I can better convey what I am trying to say?
If something offered me a campaign like that, i would probably give it a pass. Seems too hardcore. Especcially the whole last part basically screams "I have had players before complaining that my game is too hard. Now i am looking for players that want this kind of challenge".
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On an unrelated note, if all your new players are introduced by your two oldtime players and they are all either cracy or drug addicts, have you ever considered that there might be a realation ? Maybe it is less that your region has only bad players and more that the circles of your friends are not good for recruiting ?
Also, if you have problems with oldtimers poisoning the well, it is very bad to rely on those oldtimers to do your recruitment for you. Every new player will know them better than you and trust them more than you and will have heard their stories about your game.Last edited by Satinavian; 2021-06-14 at 03:51 AM.
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2021-06-14, 05:51 AM (ISO 8601)
- Join Date
- Jul 2013
Re: Getting players to recognize their own agency
Talakeal also wanted players to be more mature about the consequences of their character generation choices. You, Quertus, made some suggested changes. I did not see anything in those changes for this specific concern. Then Talakeal rejected your changes. So it does not seem to be a relevant question anymore.
I believe your suggestions about transparency (the box text being the latest addition) are good choices for this group.
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2021-06-14, 07:17 AM (ISO 8601)
- Join Date
- Oct 2016
Re: Getting players to recognize their own agency
The letter is too long detailed and gets into the weeds. I’d stick with just the bullet points.
Here is how I would word it.
My promises as a DM to the players.
1) I promise the dice will be called as they fall, whether that be good or bad.
2) I promise that each situation will have multiple paths to success. I also promise that if the group find a successful path that I had not previously considered I will honor their success.
3) I promise that the choices made by your characters will influence the world. Future options may be broadened or narrowed depending in the actions your character takes now.
4) I promise that the NPCs will act in a logical and reasonable manner considering the world they live in. The world they live in is more dangerous than ours and they have survived in it so far.
5) I promise that the campaign has already been written and will not be altered for the benefit or detriment of the character you design.
6) I promise that the challenges are designed so that no one character will be able to achieve the optimal outcome. I promise that teamwork will be rewarded.
7) I promise that the combat encounters have already been written. The enemies in each encounter have been chosen to provide a variety of challenges. I promise you will not have to grind the same encounter over and over again. I promise that no one character type will have an advantage or disadvantage over the campaign, but they may be advantaged or disadvantaged in particular encounters.
8) I promise that the enemies will :
- a) take actions based on their intelligence.
- b) take actions based solely on what it is reasonable for those enemies to know based on prior interactions with the party and. what they can see.
- c) not take actions based on information that I as a DM know, but the enemies could not know.
- d) not be equipped specifically to deal with the party, unless they have prior intelligence on the party. I also promise that if the party do attract the attention of an enemy capable of sending targeted assassins I will give the party multiple hints before such an encounter occurs.
I just really want them to accept that their dice rolls, build decisions, and tactical decisions have as much of an impact on the outcome of the game, both success and failures, than the whims of a capricious and sadistic all powerful GM.
I also want them to try and understand that there are not good or bad character builds, just those that synergize with the party and those that don't, and that you need to be able to live with the drawbacks that you give your character rather than throwing fits and accusing other people of cheating.
My request for the players
1) Please be active. Your choices will affect the outcome of the campaign. Positive active roleplaying will give you more opportunities for success than passive wait-and-see roleplaying.
2) There are no “good”or “bad” character types. However there are good and bad parties. When designing your characters please consider how well your party will work together.
3) Please remember that any drawbacks you give your character will affect the party, not just your character.
4) Try to work together as a party. This will improve your chances of finding the best solutions to a situation. This may mean your character has to step into or step out if the spotlight at different times.Last edited by Pauly; 2021-06-14 at 09:02 AM.
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2021-06-14, 07:56 AM (ISO 8601)
- Join Date
- Mar 2015
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2021-06-14, 08:25 AM (ISO 8601)
- Join Date
- Jul 2019
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- Wyoming
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2021-06-14, 09:48 AM (ISO 8601)
- Join Date
- Nov 2013
Re: Getting players to recognize their own agency
Why do you want to run a game that you know your players won't enjoy?
What do you want out of GMing? For me I want to see Heroes battle evil and win, permanently changing the world. I want to see them come across difficult moral choices and solve them, possibly by finding a 3rd option.
For me that means combat difficulty is secondary. I have one player who loves having his PC take permanent damage and wounds, and now only has one arm. My other player just wants a goal to work toward and doesn't want things to change midway through. That does limit my options, but there is still a lot of room to mess around with.
You keep bringing up difficulty. Why? Why is it important for you that the tactical portion of the game is difficult. Again, what do you want out of gming?
What do your players want?
Is there any overlap, or are your desires mutually exclusive?
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2021-06-14, 11:04 AM (ISO 8601)
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- Feb 2008
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- Italy
- Gender
Re: Getting players to recognize their own agency
there is a vast gulf between an old, seasoned player, who may take build advice as an insult to his skill and competence, and a new recruit in over his head with character options, who generally appreciates some inputs.
also, you'd be generally better off in telling them how to achieve their build objectives than in trying to shoehorn them into some option. so if the squishy wizard asks you how to get more magical power, telling them of an option they missed is generally well received. telling them they should focus on their defences instead... well, depends on how paternalizing you sound and how mature is the playerIn memory of Evisceratus: he dreamed of a better world, but he lacked the class levels to make the dream come true.
Ridiculous monsters you won't take seriously even as they disembowel you
my take on the highly skilled professional: the specialized expert
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2021-06-14, 11:32 AM (ISO 8601)
- Join Date
- Oct 2011
Re: Getting players to recognize their own agency
That is another possible interpretation.
Talakeal, if this is what your players actually mean when they complain that your game is too hard, how would you resolve this issue?
*Mostly* true. And, for Bizarro World, arguably doubly true.
Of all the problems to try tackle, though, that is definitely about the last we should even consider fixing.
Point.
Perhaps, rather than, "how can i make my players enjoy what they hate", Talakeal should open a new thread, "how can I learn to love the games that my players want me to run". That only involved changing one person, and the one we have access to, to boot! Likely a much more productive thread.
You should probably QUOTE which messages you misinterpreted this way, so that we can help you improve the other end of your communication skills, too. Communication being one of the big issues at your table, and one that this thread is about.
Speaking of (and I really should QUOTE you), you said you had a player comment that an encounter wasn't Talakeal-style razor-edge balanced.
You took this to mean that your players *want* everything to be a balanced encounter. And that may well be the case.
However, the way you wrote it, I could also interpret it as them teasing you, and actually wanting less "Talakeal balanced" encounters. Or not caring one way or the other.
If that player is still around, I encourage you to explicitly ask them.
Further, I encourage you to explicitly ask all of your players if they're actually onboard with "the world scales with you; encounters will always be balanced" or not.
That's yet a third possibility.
So, if you look at every instance of them saying "this is too hard" that way, what would your strategy to resolve this issue be?
And what plans do you have to distinguish between the 4 possible interpretations of "too hard" suggested in this thread thus far (the 4th being "none of the above")?
So… you want your players to be more mature?
Why do you expect that a letter from you will be able to make that happen?
Why did you expect that a letter from you, focusing on challenges, would affect that change?
Ah, thanks. When I wrote my first post, I was taking Talakeal at his word that the topic was "Agency", without actually thinking about it, like I should have. Makes sense that *much* of what I wrote would not be relevant to "Maturity".
My brain is clearly still on vacation. What other things have I said that fall under "transparency"?
Just wanted to say that, not only was that an excellent post, but this bit really captures the necessary tone.
Kudos!Last edited by Quertus; 2021-06-14 at 11:36 AM.
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2021-06-14, 12:07 PM (ISO 8601)
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2021-06-14, 01:08 PM (ISO 8601)
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Re: Getting players to recognize their own agency
I have longer responses for Quertus and Old Trees, but I don’t have time to type out or edit them right now, stay tuned.
I will say that, as for the vampire, its not that there was any misunderstanding going on. The players spotted the clue, mentioned it, and then never a ted upon it, and when I later asked them why, they told me that they forgot and it should have been my job to remind them.
It doesn’t follow my understanding of rubber-banding either, although I guess I can see where the idea is coming from, that if you have a bunch of easy encounters you will likely follow them up with a harder encounter later and vice versa to maintain the average.
Yes, players do have the opportunity to take on high risk high reward missions and vice versa, although I generally wouldn’t recommend doing it too often.
Yes. I pretty much learned difficulty from the guidelines in 3E D&D where an average adventuring day would have 4-6 encounters and use up about 80% of party resources, and it has been serving me well for twenty years.
Not quite, no.
I haven't started a new game yet, and I am trying to address the issues and feedback I got in the last game to make surewe don’t have a repeat.
This is absolutely going to be a simple on the rails game.
Normally they tell a grossly distorted story about something I said or did in the past that makes me look like a hypocrite and then laugh.
You mostly got what I was going for, which is weird because you still took away that my goal was to kill characters.
Its not a meat grinder, I don’t expect any character deaths and will be amazed if there are more than one or two. The only reason I am putting in that death is a possibility is that in the last game we were playing with a no PC death house rule and it caused no end of trouble, and I want to make it clear that I am not going to go down that road again.
Tanking is perfectly valid, but you need to give the enemies a reason to attack you. You cant just make a big brick who stands there and expects enemies to come to you, in MMO terms you need to have some way to build threat be that through damage, charisma, lockdown potential, or mobility.
Yes, it is fully possible to have a death spiral. It is also fully possible to have the opposite, a runaway monty haul game where the PCs can simply through money at any challenge to make it go away. In twenty years of gaming, I have managed to thread the needle and not run into either, which is one of the reasons why I am hesitant to drastically alter my games difficulty as some forumites suggest.
And yes, bad luck can push resource expenditure to the point where mission failure is likely or prudent, and I want the PCs to recognize that it is possible due to bad luck without there being someone to blame. Thst being said, the odds are pretty small, less than 5% if previous games have been any indication.
Its not that you will be asked to go on missions only reckless adventurers would ever take, its that adventuring is by its nature a dangerous profession and risk averse people would not take it up. Likewise though, successful adventurers can’t be reckless, they need to act with a bit or tactical and strategic prudence to survive.
It is mostly over-lap. The difficulty thing is not a frequent complaint from my players, but people on the forum keep telling me that when my players complain what they are really saying is that the game is too hard.
Normally any given player throws a tantrum about every five sessions, but in a five player group that means an average of one a session, occasionally coinciding to make a true **** storm.
Now, this doesn’t seem too unusual to me, based on my experience playing Monopoly with my brother, Golf with my Dad, cards with my sister in law, Warhammer with guys at the game store, or Warcraft with randos online; people get frustrated when they are losing and look for something to blame and lash out at. But I am told that it is not normal for gaming groups and that I have a problem.
The exact nature of the fit varies, both by person and time, it might be dramatic with shouting and swearing and throwing models, or it might be more subtle with accusations of cheating or favoritism and lots of sarcasm.
Typically the things that trigger it fall into a few categories, although tensions are always higher when the group is struggling than when they are breezing through.
1: Players tend to build their characters around one big thing. When it is prudent to spend money on something that doesn't directly correlate to a bonus to their one thing, they get bitter. When their one thing doesn’t work, they get mad.
2: When a players actions have unintended consequences. Usually this is because they don’t think things through, but often its because they weren’t paying attention, forgot or misunderstood something, failed to do any reconnaissance , or are surprised by something. Some of these fall under miscommunications and “gotchas”, but not the majority.Looking for feedback on Heart of Darkness, a character driven RPG of Gothic fantasy.
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2021-06-14, 01:36 PM (ISO 8601)
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Re: Getting players to recognize their own agency
So, I mean, yes, it's normal for people to get grumpy when things go bad in a game, especially a competitive one. If I'm on a 10-game losing streak in Hearthstone I can get crusty. It's among several reasons why I stopped playing. Although, in fairness, some swearing and the odd thrown pen when I'm sitting by myself bothering no real person is pretty harmless.
What is not normal is someone taking out a "ton of misdirected anger" on folks at the gaming table. Yes, sure, people have stuff going on in their lives that can make them angry, but it's on them to find ways to cope with it that don't involve getting your gaming table mixed up in it.~ Composer99
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2021-06-14, 02:56 PM (ISO 8601)
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Re: Getting players to recognize their own agency
I want to stress upfront that I do not consider myself a paragon of DMs. That said...
I have run ~20 groups over the last 6 years ranging from one-shots to year+ campaigns with a variety of people, mostly strangers, with a range of experience from grognards to players brand new to fantasy, let alone RPGs, let alone TTRPGs.
I have yet to have anything that I could even with the faintest plausibility describe as a "tantrum". I would consider "someone throwing a tantrum" to be immediate grounds to either
1) boot the player permanently (if the rest of the group agreed).
2) end the campaign then and there and refuse to play with any of those players again (if the rest of the group thought it was normal).
If they were friends, they'd not be so after throwing a tantrum about a TTRPG. I refuse to hang out with people like that. If they're family, well, they're family, but I won't play any more games with them of any kind until they've grown up[1].
I've had a couple people drop from campaigns for non-IRL concerns, but those were amicable style differences. I've had people question my decisions/rulings, but done in an amicable manner with the full understanding that the outcome was being sought in the best interests of the group on all sides. I've had to leave one group because their style was incompatible with mine. That's it. And I've played with some seriously competitive people. And lots and lots of teenagers and pre-teens (ranging from age 7 through 18)--I'd say the median age of my players was ~15.
And I'd say that goes for any game--if you're throwing a tantrum when you lose, I don't want to have anything to do with you. And even worse, TTRPGs aren't supposed to be about winning or losing.
[1] my age-based cut-off here is 4-5 max. Before that, throwing a tantrum means immediate consequences. After that? I will not play or run games with you involved until you've shown you've changed.Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
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2021-06-14, 04:56 PM (ISO 8601)
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Re: Getting players to recognize their own agency
The more I think about this, the more I start to think that the problem isn't that the game is challenging, it's that it's challenging the wrong people.
Builds, tactics, consequences, resource management, problem solving--that's all stuff that challenges the player. It means that you, as a person, have to stop and think about what you're doing. And for a lot of us it's the best thing about tabletop RPGs.
But not, it sounds like, for your players. For whatever reason, they don't want to find themselves in situations where there's a wrong choice. They want to roll dice and use their special abilities; they want to enjoy the worlds you come up with; and they don't want to have to worry about anything while they do.
That can be frustrating. Normally I'd say run a very linear adventure, but given that they also seem to have emotional issues and a phobia of "railroading," I'm not sure entirely what you can do. But the more you talk about planning ahead and facing consequences, the more miserable they're going to be.
Tl;dr: You want the players to put more brainpower into the game then they're willing to devote to a game.Hill Giant Games
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