Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (Darkly)
  • No Skin
Collapse

Chebucto Regional Softball Club

  1. Home
  2. Uncategorized
  3. Splitting the party from session 1
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Splitting the party from session 1

Scheduled Pinned Locked Moved Uncategorized
rpgmemes
154 Posts 72 Posters 0 Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • ? Guest
    The DM came up with the plot hook and the players agreed to play, so the players need to put some effort into finding a reason to go along with the plot hook. Suggestions on making the hook more engaging is an option too!
    ? Offline
    ? Offline
    Guest
    wrote last edited by
    #121
    It goes for the players among each other too. It's not just the one character in OP that dislikes or distrusts the party. It's up to the rest of the party to also accomodate them. If you have a moral character in the group you might refrain from murdering, raping and pillaging for shits and giggles. As they say "the only way to have a friend is to be one".
    1 Reply Last reply
    1
    0
    • The Picard ManeuverT The Picard Maneuver
      This post did not contain any content.
      Link Preview Image
      L This user is from outside of this forum
      L This user is from outside of this forum
      Lovable Sidekick
      wrote last edited by
      #122
      Everybody plays RPGs differently, but it's funny how some people don't get the term "roleplaying" and are constantly, relentlessly playing their real selves in the game.
      ? ? ? ? 4 Replies Last reply
      0
      • L Lovable Sidekick
        Everybody plays RPGs differently, but it's funny how some people don't get the term "roleplaying" and are constantly, relentlessly playing their real selves in the game.
        ? Offline
        ? Offline
        Guest
        wrote last edited by
        #123
        I'm new to my party and roleplaying in general (though I've consumed it as entertainment) and I'm having a slightly different issue. My character was intentionally designed to be a bit naive to match me as a player, and doesn't have high skills in any int based stuff (at least for now) and instead has medical, nature, survival, etc. A lot of puzzles or traps etc I can as a player try to reason through, but my character shouldn't be able to sus out, and I feel torn between playing the character as it should be or adding ideas to solve stuff so we aren't just sitting there twiddling our thumbs for ideas.
        L ? 2 Replies Last reply
        0
        • The Picard ManeuverT The Picard Maneuver
          This post did not contain any content.
          Link Preview Image
          C This user is from outside of this forum
          C This user is from outside of this forum
          chiliedogg@lemmy.world
          wrote last edited by
          #124
          Fun fact: The Expanse books (and eventual TV show) were started as a unique role-playing campaign where the person running it (Ty Franks) would write a prompt, the players would explain their character's reactions. He'd then write a story section incorporating that and the players would say how they reacted and so on. There was a core group of characters who were the "survivors" early on, but one of the players had to drop out early-ish, so in the next bit of story that character died. That was carried into the books and TV show, which is why after the core group of characters is established, there's a sudden, shocking death.
          ? ? 2 Replies Last reply
          0
          • C chiliedogg@lemmy.world
            Fun fact: The Expanse books (and eventual TV show) were started as a unique role-playing campaign where the person running it (Ty Franks) would write a prompt, the players would explain their character's reactions. He'd then write a story section incorporating that and the players would say how they reacted and so on. There was a core group of characters who were the "survivors" early on, but one of the players had to drop out early-ish, so in the next bit of story that character died. That was carried into the books and TV show, which is why after the core group of characters is established, there's a sudden, shocking death.
            ? Offline
            ? Offline
            Guest
            wrote last edited by
            #125
            Wow that really is a fun fact!
            1 Reply Last reply
            0
            • ? Guest
              I'm new to my party and roleplaying in general (though I've consumed it as entertainment) and I'm having a slightly different issue. My character was intentionally designed to be a bit naive to match me as a player, and doesn't have high skills in any int based stuff (at least for now) and instead has medical, nature, survival, etc. A lot of puzzles or traps etc I can as a player try to reason through, but my character shouldn't be able to sus out, and I feel torn between playing the character as it should be or adding ideas to solve stuff so we aren't just sitting there twiddling our thumbs for ideas.
              L This user is from outside of this forum
              L This user is from outside of this forum
              Lovable Sidekick
              wrote last edited by
              #126
              Sometimes it's hard to distinguish between factual knowledge and just cleverness. There's no reason a bumpkin fresh off the farm can't be curious about what makes something tick, so they look under it or break it open - and whaddya know, they find a hidden thing. It's really up to the DM to say no, your character wouldn't know to do that.
              1 Reply Last reply
              0
              • L Lovable Sidekick
                Everybody plays RPGs differently, but it's funny how some people don't get the term "roleplaying" and are constantly, relentlessly playing their real selves in the game.
                ? Offline
                ? Offline
                Guest
                wrote last edited by
                #127
                It's natural that we gravitate towards familiarity. Case in point, how some actors always seem to play the same character, no matter which movie they're in.
                L 1 Reply Last reply
                1
                0
                • ? Guest
                  It's natural that we gravitate towards familiarity. Case in point, how some actors always seem to play the same character, no matter which movie they're in.
                  L This user is from outside of this forum
                  L This user is from outside of this forum
                  Lovable Sidekick
                  wrote last edited by
                  #128
                  Yeah that's a good parallel. Lately I've been watching Kaitlin Olson's show High Potential. Even though she's playing a super-smart crime solver, to me it's the same character she played in It's Always Sunny and The Mick.
                  1 Reply Last reply
                  0
                  • ? Guest
                    I'm new to my party and roleplaying in general (though I've consumed it as entertainment) and I'm having a slightly different issue. My character was intentionally designed to be a bit naive to match me as a player, and doesn't have high skills in any int based stuff (at least for now) and instead has medical, nature, survival, etc. A lot of puzzles or traps etc I can as a player try to reason through, but my character shouldn't be able to sus out, and I feel torn between playing the character as it should be or adding ideas to solve stuff so we aren't just sitting there twiddling our thumbs for ideas.
                    ? Offline
                    ? Offline
                    Guest
                    wrote last edited by
                    #129
                    Maybe your char bumbles around the room doing goofy things instead of working hard and logically to crack the puzzle and the dm can make your bumbling uncover extra clues that advance the plot.
                    ? 1 Reply Last reply
                    0
                    • The Picard ManeuverT The Picard Maneuver
                      This post did not contain any content.
                      Link Preview Image
                      B This user is from outside of this forum
                      B This user is from outside of this forum
                      bradorsomething@ttrpg.network
                      wrote last edited by
                      #130
                      If you don’t have a reason to work with the group, accept that this is a one-shot for you, which may be retcon’d as needed.
                      D 1 Reply Last reply
                      0
                      • B bradorsomething@ttrpg.network
                        If you don’t have a reason to work with the group, accept that this is a one-shot for you, which may be retcon’d as needed.
                        D This user is from outside of this forum
                        D This user is from outside of this forum
                        dragontypewyvern@midwest.social
                        wrote last edited by
                        #131
                        Also accept that you suck at making characters
                        ? 1 Reply Last reply
                        0
                        • L Lovable Sidekick
                          Everybody plays RPGs differently, but it's funny how some people don't get the term "roleplaying" and are constantly, relentlessly playing their real selves in the game.
                          ? Offline
                          ? Offline
                          Guest
                          wrote last edited by
                          #132
                          I mean, I think they get the term, but just have a hard time doing it.
                          1 Reply Last reply
                          1
                          0
                          • ? Guest
                            "Oh, you encounter a desert. There's nothing around for miles"
                            ? Offline
                            ? Offline
                            Guest
                            wrote last edited by
                            #133
                            "I perform a history check to see if there's any historical significance about this desert."
                            ? 1 Reply Last reply
                            0
                            • The Picard ManeuverT The Picard Maneuver
                              This post did not contain any content.
                              Link Preview Image
                              ? Offline
                              ? Offline
                              Guest
                              wrote last edited by
                              #134
                              DM: As you walk away, you feel a slight tingle in the air before a flash as bright as a thousand suns blinds you for an instant before... nothing. A bolt of lightning has vaporized your body. Miraculously, nobody else in the vicinity seems to have been harmed in any way nor even do they seem to have noticed what just happened, including the fact that you just disappeared. It's as if the Gods themselves, for no particular reason, have arbitrarily decided to smite you out of existence entirely. Ready to roll a new character?
                              ? 1 Reply Last reply
                              0
                              • The Picard ManeuverT The Picard Maneuver
                                This post did not contain any content.
                                Link Preview Image
                                ? Offline
                                ? Offline
                                Guest
                                wrote last edited by
                                #135
                                This shouldn't be the GMs job btw, players, roleplaying and backstory are YOUR department, write a reason why your character would end up with the others. Work together.
                                ? 1 Reply Last reply
                                0
                                • ? Guest
                                  "Strangers meet in a tavern and awkwardly introduce themselves" is just an example of "random group forced to team up". I've tried the whole "use McGuffin to literally force the party to work together" and still get roadblocked by that one inevitable player who insists on being the "edgy loner who has to be dragged into everything". Yes, even with the threat of death, they usually just waste time trying to argue how "that's what [their] character would do! [I'm] just punishing [them] for playing [their] character! Reee!" Still, on another point, players will still have to do the whole rigamarole of character introductions that always feels like the first day at school unless the characters were made together during session 0 anyway. I just nip all of that in the bud by just eliminating that from my table through the previously stated method: starting in media res with a party that has been pre-established during session 0. BG3 works because the cast of characters are all pre-written, specifically designed to work with that story, being that it is a video game. Real players, unfortunately unless you find a unicorn, do not roleplay on the level of professionally hand-crafted characters.
                                  ZagorathZ This user is from outside of this forum
                                  ZagorathZ This user is from outside of this forum
                                  Zagorath
                                  wrote last edited by
                                  #136
                                  > it’s the same thing, effectively I **strongly** disagree. The first two are substantively the same, I agree. But the third is a wholly separate category. I see 3 basic categories we're talking about here: you choose to work together at the start; you know each other already; you're forced into working together by circumstances. The key difference between the 1st and the 3rd is that choice. "We have the same patron" is still a choice to work for that patron, and gives room for someone to say "nah, I'm not working with these people". When the circumstances themselves directly *force* you to work together, there's no ability to turn around and say "I'm going my own way". Being kidnapped and having brain slugs put in your head is one way. Everyone arriving in the same town at the time the town is unexpectedly invaded is another one I've been in as a player. The other key thing about in media res is that you don't have that "inevitable round of introductions that feels like that time at the start of school when everyone had to stand up to say their name and one interesting fact about them". You're thrown into *doing* things before there's any chance for that. You get to know each other not beforehand, as in case 2, but *as the adventure is going*. To be clear, I'm pointing to BG3 as an example that I've only very recently (the last two–four weeks) started, and which serves as a good well-known *example* of something that demonstrates a good example of something I already know works well. It's not a game that made me realise I completely new way of doing things. In media res will require players be cooperative enough to care to act, but it doesn't require they trust each other or know each other immediately. It *definitely* doesn't require pre-written specifically-designed characters.
                                  ? 1 Reply Last reply
                                  1
                                  0
                                  • ? Guest
                                    Yeah, I'm gonna back you up on that one. Sometimes assembling the group in session 0 is what's right for the story, and sometimes it really, really isn't. Think about how many movies literally have "Assembling the team" as almost their entire plot. The Avengers hangs two hours of non-stop action on "We need to put a party together." Every heist movie is basically required to have a "Assembling the team" sequence. Session 0 is where you lay out the expectations of the game, and your players think about either how their characters have already interacted, or how they will interact when they eventually meet. You give people an idea of what they're getting into, you pitch the tone and the style of the game, and you help people shape characters around that. As an example a friend of mine always pitches his games by describing who they would be directed by. I remember vividly his "Lock, Stock and Two Smoking Halflings" game, a Warhammer Fantasy Roleplay If It Was Directed By Guy Ritchie experience. Just setting that sense of tone up front meant that we all knew to make characters who would fit the vibe. I played "Blackhand Seth, The Scummiest Elf You've Ever Met," one part Brad Pitt Pikey, one part Jack Sparrow, and I had a blast. In my most recent campaign I'm running a Shadowrun game where the group would be assembled in session 1 by a down on his luck fixer. My pitch to the players was simple; make fuck-ups. I wanted characters who were at the end of their rope, lacking in options, either so green no one would trust them or so tainted by past failures that no one wanted them. The kind of people who would take a job from a fixer who had burned every other bridge. They rose to the assignment beautifully, and by four sessions in the group has already formed some absolutely fascinating relationship dynamics. A lot of that has been shaped by their first experiences together, figuring out how to work as a team, sometimes distrusting each other, and slowly discovering reasons to care about each other.
                                    ZagorathZ This user is from outside of this forum
                                    ZagorathZ This user is from outside of this forum
                                    Zagorath
                                    wrote last edited by
                                    #137
                                    > Sometimes assembling the group in session 0 is what’s right for the story, and sometimes it really, really isn’t. Think about how many movies literally have “Assembling the team” as almost their entire plot. The Avengers hangs two hours of non-stop action on “We need to put a party together.” Oh, that reminds me of a 4th way campaigns can start (in addition to the 3 I said in a different reply) that I've been in before and quite enjoyed—though wouldn't want to be overused. The MCU method. Where each player individually gets a 1 session (maybe 2 at most) solo session introducing them and getting them to the right place to start the campaign.
                                    ? 1 Reply Last reply
                                    0
                                    • ZagorathZ Zagorath
                                      > it’s the same thing, effectively I **strongly** disagree. The first two are substantively the same, I agree. But the third is a wholly separate category. I see 3 basic categories we're talking about here: you choose to work together at the start; you know each other already; you're forced into working together by circumstances. The key difference between the 1st and the 3rd is that choice. "We have the same patron" is still a choice to work for that patron, and gives room for someone to say "nah, I'm not working with these people". When the circumstances themselves directly *force* you to work together, there's no ability to turn around and say "I'm going my own way". Being kidnapped and having brain slugs put in your head is one way. Everyone arriving in the same town at the time the town is unexpectedly invaded is another one I've been in as a player. The other key thing about in media res is that you don't have that "inevitable round of introductions that feels like that time at the start of school when everyone had to stand up to say their name and one interesting fact about them". You're thrown into *doing* things before there's any chance for that. You get to know each other not beforehand, as in case 2, but *as the adventure is going*. To be clear, I'm pointing to BG3 as an example that I've only very recently (the last two–four weeks) started, and which serves as a good well-known *example* of something that demonstrates a good example of something I already know works well. It's not a game that made me realise I completely new way of doing things. In media res will require players be cooperative enough to care to act, but it doesn't require they trust each other or know each other immediately. It *definitely* doesn't require pre-written specifically-designed characters.
                                      ? Offline
                                      ? Offline
                                      Guest
                                      wrote last edited by
                                      #138
                                      You're missing the entire point by what I mean by "effectively the same" and the point of my argument. There are only ever two choices: your characters know each other beforehand, or the don't. Being forced to work together or working together by choice is irrelevant to what I'm talking about. if the party is not planned together to be a cohesive group that are all guaranteed to have a motivation to play the written campaign AND have at least a reason to trust the party members, regardless of if they have personal history or not, is my method for avoiding the inevitable player who wants to bitch about not belong allowed to play their "edgy loner". As I said before, even with literally using the threat of death forcing the character to work with the party, there is ALWAYS that one dipshit who wants to bitch and moan about how I'm "railroading them/preventing them from roleplaying their character" by doing so. Or, they waste time trying to argue for some loophole to go off and do their own thing, separate from the party yet somehow still "technically" doing the job. I am speaking from personal experience of over 10 years as a DM. > The other key thing about in media res is that you don't have that "inevitable round of introductions that feels like that time at the start of school when everyone had to stand up to say their name and one interesting fact about them". You're thrown into *doing* things before there's any chance for that. You get to know each other not beforehand, as in case 2, but *as the adventure is going*. Yes, the characters are. The players, on the other hand, are all just sitting around a table rolling dice with no sense of urgency. They roll their dice, the encounter is over, and then the customary introductions start cause everyone is wondering what the other players have created for their character. Like, either you have been incredibly lucky with groups or have let Critical Roll give you rosey glasses about the role-play capabilities of the average player if you think doing things in *media res* makes a difference here. I avoid all of this by just doing it in Session 0 with the afformentioned rules about character creation. It works. Ever since, I've never had to deal with it or any of the annoyances I have talked about. Also, no, BG3 is not a good example. It is a video game that doesn't have to deal with fumbling IRL people who all have differing expectations and preferences. > In media res will require players be cooperative enough to care to act, but it doesn't require they trust each other or know each other immediately. It *definitely* doesn't require pre-written specifically-designed characters. See, the problem I have been talking about is that my method guarantees that players are cooperative enough to care to act that's the entire point of why I do it how I do it. Again, I am speaking from direct personal experience across 10+ years as a DM. Problem players will find a way to be a problem. So I nip it in the bud with a method that doesn't have to rely on the good-faith of the player, cause I've been burned by it more times than I can count.
                                      ZagorathZ 1 Reply Last reply
                                      0
                                      • ? Guest
                                        DM: As you walk away, you feel a slight tingle in the air before a flash as bright as a thousand suns blinds you for an instant before... nothing. A bolt of lightning has vaporized your body. Miraculously, nobody else in the vicinity seems to have been harmed in any way nor even do they seem to have noticed what just happened, including the fact that you just disappeared. It's as if the Gods themselves, for no particular reason, have arbitrarily decided to smite you out of existence entirely. Ready to roll a new character?
                                        ? Offline
                                        ? Offline
                                        Guest
                                        wrote last edited by
                                        #139
                                        DM: "Alright, so your character walks off after refusing to go along with the group. Okay. Well, guess you can pack up and we will see you next session. I don't have anything planned other than what the group is doing, so, guess you won't be playing today. Bye." Make it sting. Refuse to let them roll a new character and have them do the walk of shame. They made their choice So they can deal with the consequences of them.
                                        1 Reply Last reply
                                        0
                                        • C chiliedogg@lemmy.world
                                          Fun fact: The Expanse books (and eventual TV show) were started as a unique role-playing campaign where the person running it (Ty Franks) would write a prompt, the players would explain their character's reactions. He'd then write a story section incorporating that and the players would say how they reacted and so on. There was a core group of characters who were the "survivors" early on, but one of the players had to drop out early-ish, so in the next bit of story that character died. That was carried into the books and TV show, which is why after the core group of characters is established, there's a sudden, shocking death.
                                          ? Offline
                                          ? Offline
                                          Guest
                                          wrote last edited by
                                          #140
                                          Dice-less, narrative games are so much fun. Sadly finding a good group for it is like pulling teeth, at least in my area. \*Sad theater kid noises*
                                          1 Reply Last reply
                                          0

                                          Reply
                                          • Reply as topic
                                          Log in to reply
                                          • Oldest to Newest
                                          • Newest to Oldest
                                          • Most Votes


                                          • 1
                                          • 2
                                          • 3
                                          • 4
                                          • 5
                                          • 6
                                          • 7
                                          • 8
                                          • Login

                                          • Don't have an account? Register

                                          • Login or register to search.
                                          Powered by NodeBB Contributors
                                          • First post
                                            Last post
                                          0
                                          • Categories
                                          • Recent
                                          • Tags
                                          • Popular
                                          • World
                                          • Users
                                          • Groups