View previous topic :: View next topic |
Author |
Message |
Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
|
Posted: Thu Aug 16, 2012 5:44 pm Post subject: |
|
|
Yep! And being able to fail makes a character human. It helps you care about the character. You cheer when they succeed, and you desperately want them to get back up and carry on when they fall. Players always have more fun when they care about their characters.
"Failure" is often defined by the character. Sometimes those failures are personal, other times those failures affect the people around you, or even complete strangers. Even success can be marred with unsean consequences; a character may meet someone, possibly an innocent, who was affected by their actions. Killed a bad guy? Maybe you meet that person's family who is struggling to get by at a later time. Have a shoot out in an art gallery? Maybe the characters need information from the curator at some point, and he's still holding a grudge. |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Thu Aug 16, 2012 6:54 pm Post subject: |
|
|
Guardian_A wrote: | Redstar has it right. Positive reenforcement is always best if it is possible. Make sure to let your player know that you really appreciated the improvement. And let him know that the gaming session was a much more enjoyable experience.
|
From experiences in the past, sometimes when you start doing this, handing out CP to 'reinforce good behaviour' in one pc, it leaves a foul taste in the other players mouths as they see it (or can) as some sort of favoritism. it also keys that player to think if only he does what you want him, he advances quicker...
Quote: | Even success can be marred with unsean consequences; a character may meet someone, possibly an innocent, who was affected by their actions. Killed a bad guy? Maybe you meet that person's family who is struggling to get by at a later time. |
With some of the players i have gamed with they would not care that BBEG's kids/wify are in destitution.. Heck some would laugh! _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
|
Posted: Thu Aug 16, 2012 6:59 pm Post subject: |
|
|
You have a point garhkal. It doesn't need to be every time, and not more than 1, 2 tops. But, there's nothing to stop you from handing out some cps to the other players who have consistently been a positive force at your table.
Just keep in mind that if you do this too frequently, your players may grow in power too much. _________________ RR
________________________________________________________________ |
|
Back to top |
|
|
Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
|
Posted: Thu Aug 16, 2012 7:06 pm Post subject: |
|
|
garhkal wrote: | Guardian_A wrote: | Redstar has it right. Positive reenforcement is always best if it is possible. Make sure to let your player know that you really appreciated the improvement. And let him know that the gaming session was a much more enjoyable experience.
|
From experiences in the past, sometimes when you start doing this, handing out CP to 'reinforce good behaviour' in one pc, it leaves a foul taste in the other players mouths as they see it (or can) as some sort of favoritism. it also keys that player to think if only he does what you want him, he advances quicker... |
Agreed, If you are rewarding a player for good behavior, then everyone at the table should be rewarded, this is why I suggested verbally praising the player in private instead of giving a CP award. While you shouldnt ever do something that will unbalance the group, finding ways to reward good behavior is always a good thing.
garhkal wrote: |
Quote: | Even success can be marred with unsean consequences; a character may meet someone, possibly an innocent, who was affected by their actions. Killed a bad guy? Maybe you meet that person's family who is struggling to get by at a later time. |
With some of the players i have gamed with they would not care that BBEG's kids/wify are in destitution.. Heck some would laugh! |
Now thats just sad, . . . and not very hero like! If my group ever pulled something like that, I'd put them in a position where they saw how badly they had harmed those good people, and probably put them in a position where they would need to help those people. Just out of spite! |
|
Back to top |
|
|
MegaFehr Cadet
Joined: 12 Mar 2012 Posts: 22
|
Posted: Fri Aug 17, 2012 3:51 am Post subject: |
|
|
Thanks again guys.
I do actually give CP's out as small bonuses for good Roleplaying on occasion, and did think about giving some to the playing in question after last session. But I did a pros and cons list and it didn't turn out well.
I'd like to share some things that happened last session. Just to add some detail to the picture I've already painted of the player.
HORDING (an example)
GM (me): Okay, so you're running as fast as you can through the corridors, blaster fire from the stormtroopers chasing you are flying past you as you flee. You all made your running checks to clear the debris from the battle. You speed through the open hanger door and spot a lone ship (space transport). All around the hanger are scattered dead stormtroopers, from your previous encounter. Behind you the clanking of stormtrooper indicates that your pusuers are closing in on you. What do you do?
PLAYERS 1: I speed to the ship, punch open the ramp and begin the start up sequence. My character limps from the battle and probably breaths very heavily from exhaustion. He actually slumps into the pilots chair when he reaches the cockpit.
PLAYER 2: I will do my best to support PLAYER 1 when he runs through the ship. Lending him a shoulder to lean on. I also offer words of encuragement along the way. "Everything is gonna be okay, my friend. Trust in the Force" I tell him.
PLAYER 3: ... You said that there were stormtroopers all over the place, so I will run around and pick up all their blaster rifles.
PLAYER 1 & 2:
GM: Ehh, alright.
PLAYER 3: I want to have some extra ones, just in case.
GM: Well, I guess the question is how are you gonna carry nine stormtrooper rifles, while you're Wounded II and carrying all your stuff too? I mean, you already have 3 rifles, 2 pistols and lots and lots of gear. And you're wearing a huge, unhandy armor.
Not to mention the question of impending doom in the form of an entire legion of imperial troops nearly at your doorstep.
PLAYER 3: Fine! ... Then I'll just take as many as I can possibly carry!
GM, PLAYER 1 & PLAYER 2:
FEAR OF FAILURE (an example)
The situation: the players are on an New Republic capital ship in the midst of a giant space battle. They have just learned that the Queen that they were assigned to rescue on this mission (which failed) have been taken to a nearby Star Destroyer engaged in the battle.
GM: Alright, so the captain looks at each of you. Grave seriousness in his eyes. "I don't need to tell you how important it is that the Queen be rescued. If she is lost under our protection the planet will forfeit their alligiance with the New Republic. Under no circumstances can this come to pass. This planet is too important". He puts his hand on each of you in turn and explains that you're his last hope. He has NO other means of infiltrating that ship and rescuing the queen. And that if you need transports, he can supply starfighters to you.
PLAYER 1: "I will do everything I possibly can, sir" I assure him. Though my character is hurt and bruised he tries to let his confidence shine through and he salutes the captain. Then he begins to run towards the main hanger.
PLAYER 2: My character feels excitement that he will get a chance to put right the failure of the last mission. He smiles at the captain and says: "As long as I still breath, I will never stop trying. The Force is my ally and it is more powerful than you can possibly imagine. Don't give up hope, captain". I also salute and then I follow PLAYER 1.
PLAYER 3: ... "I can't do this mission, sir. I'm hurt. (Wounded II)".
PLAYER 1 & 2:
GM: ... *ahem* "You're the commander of this unit. and by far the most capable in battle. Even if you're not at full strength", the captain says, somewhat taken aback. He stares at you in confusion.
PLAYER 3: (Out of character) I get -2D on EVERYTHING I DO!
GM: ... the captain turns around clearly disappointed and tells you to report to the medbay then. |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Sat Aug 18, 2012 9:11 am Post subject: |
|
|
Guardian_A wrote: |
Now thats just sad, . . . and not very hero like! If my group ever pulled something like that, I'd put them in a position where they saw how badly they had harmed those good people, and probably put them in a position where they would need to help those people. Just out of spite! |
That's why so many players i find love to be non force sensitive...
So they don't have to be hero like.
Sounds like he is hopeless. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
DB 2.0 Lieutenant Commander
Joined: 03 Sep 2012 Posts: 208
|
Posted: Mon Sep 10, 2012 3:12 am Post subject: |
|
|
Simple solution, if you want to keep the player in the game without having him or her make a character who's back story matches the Stats & Skills.
Get your self a "GM'ing Shirt", I have a couple, my favorite sais in big bold letters "Not only are you WROUNG, the Rules say your a [Censored]!"
I've had a few players like the one in the original post over the years, but since I've started telling them to "Read the Shirt" they either walk away from my games or fall in to line and become better players. |
|
Back to top |
|
|
|