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3 years ago ::
Aug 30, 2010 - 10:56AM
#1
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Date Joined:
Feb 15, 2009
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So, my group has trouble roleplaying. We've been through about five sessions and they are about to reach level 3, but they still don't get the roleplaying aspect of the game. They continually pause to discuss tactics and the wording for characters, so that when the diplomacy check is made it's not entirly the PC who made it. To a certain extent I'm fine with this; I allow two people to assist and let them give advice on how to phrase things. However, recently it has become a hassle in combat. Originally I did not stop it because they were getting used to their characters, but now I'm having trouble with them planning out tactics that they would not be able to do in a combat encounter. For instance, they go into detailed plans of whon should use what power and such.
How do I make them come up with their own decisions instead of as a group deciding? I've tried giving them six syllables per combat round, and they either make ridiculous sentences that couldn't possibly convey meaning ("Tweek missle staff!") or ignore the rule when I'm busy with another player. Help would be much appreciated.
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3 years ago ::
Aug 30, 2010 - 11:51AM
#2
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Date Joined:
Aug 30, 2010
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I'd say, let them do it. Treat it as if the characters discuss tactics as they camp down for the night. After a while (a bit more than 5 sessions maybe, and then perhaps in the first encounter after a new level with powers) the players will memorize the tactics they use succesfully and things will go more smoothly. (At least, this is how it happened in the groups I play with).
Occasionaly players (myself included) will do something that's not part of the regular tactics and there will be protests from the other players. Usually, the characters drives are examined quickly, and if it's something the character would do (ie: charge ahead of the party to kill a gnoll because gnolls killed their parents) usually the players will accept the breaking of the tactics.
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3 years ago ::
Aug 30, 2010 - 3:28PM
#3
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Date Joined:
Jul 21, 2004
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Discussing tactics in combat isn't what I consider "not roleplaying," but it can get annoying. I don't like it when players debate tactical minutia when they're cleaning up in a fight, and sometimes I'll tell them that so they'll make a choice and move on. When danger looms and a character is in trouble the table talk is part of the excitement.
Some people use timers to limit a player's turn. You might look into that.
Some players over-optimize combat to avoid death. I suggest you try out some fights in which the PCs are actually not in any danger of death, but the enemies are trying to accomplish some other sort of goal. Have them trying to reach a particular point on the map, for instance. If the PCs fail, they don't die, and the game doesn't end, but the enemies have gained something. Maybe this will get them thinking in a different way about combat.
Good luck.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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3 years ago ::
Aug 30, 2010 - 3:59PM
#4
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Date Joined:
Feb 15, 2009
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Ah, sorry, this doesn't stop at combat. It goes on into the rest of the game, where they ask questions through each other. If the wizard has a question for an NPC the fighter has found, the wizard tells the fighter to ask the question. If it's a group benefiting question I have no problem, but a lot of times it is a character specific question ("where can I find cheap rituals?") that just doesn't cross over. They tend to treat information on a "If someone in the party knows it, I know it" basis.
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3 years ago ::
Aug 30, 2010 - 4:00PM
#5
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Date Joined:
Feb 15, 2009
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I do like the timer idea. Do you know how long to set it for?
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3 years ago ::
Aug 30, 2010 - 10:49PM
#6
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Date Joined:
Aug 30, 2010
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In the above example you could have your NPC just say something like 'You don't look like the kind of person interested in that.. What is it youo really want from me?' and make him a bit more suspicious of the character and harder to get information from. In the groups I play with people are allowed to help each other out with questions if they are for the good of the group, and the character is likely to ask the question (even if the player completely forgot they needed that info). Perhaps especially for your group you should just always have them meet interesting NPCs as a group, and not individually. Another tactic is to take the person meeting the NPC out of the room for 5 minutes in which to handle the encounter, and then come back and let him tell the others what he's learned. If the group consist of friends they shouldn't take it too hard if he forgot something important
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