![]() The group (you included) should decide the way the group wants to play. Above all never force players to play the game your way. Compromise within reason and be prepared to walk away if it's going to be problematic. It's really hard to do, but sometimes cuts out a lot of undue stress. Don't be afraid to say 'look, I had something different in mind for this campaign so maybe this one isn't for this group'. This seems harsh, but honestly, it won't be good for you or for your players. How much combat are they looking for? How much exploration? How much role play? This allows everyone to meet on a common ground, and for you as a GM to offer a compromise if the rest of the game group are on a different page than you.įinally, don't try to force players to play the way you want them to. The important thing to recognise is that as a group your session zero should discuss expectations from everyone. Some want to talk about character backstory and improvise all session. Some people just wanna roll dice and engage in real tactical stuff. You clearly want to set the game's roleplay slider far higher than your players do. That's part of what gives it the slow and considered pace of the third campaign in particular.Īs a new GM you've come to this likely not understanding where the sliders are set for you. If you take something like Critical Role it's more like 10% combat, 80% roleplay and 10% exploration. Some players will like 90% combat, 5% roleplay, and 5% exploration often we'll recognise this as a hack 'n' slash campaign. For me I like a good 33.3% mix, one third of each of the pillars. ![]() Every player (GMs included) will have their own settings for the sliders. The first is labelled Combat, the second Roleplay, the third Exploration. ![]() You've run into the realm of player preference. Part of the fun of the game, for player and DM, is learning about these characters as they live. If the player writes a novel about the entirety of their PC's life, there might not be much left to learn. Should you have one of your PCs fall unconscious and begin the "Death Saves" portion of the game, you can ask for memories that might be flashing before them as they die. Engage with them when they are "sitting around the campfire" about what they are thinking about, what their memories are and the like. This player gave enough information to run with, and as mentioned, it's done in character.Īs to what you should do? Yes, create social interactions that ask questions about their past. Since that seems to be the case, I would say it’s not exactly a problem with the players’ refusal, just a problem with the approach to their limited response. It’s not necessary to demand a backstory from your players, especially when all they want is a fun game, and not a fully-fledged novel-length story. Even entirely ironic, the Barnum Loderr backstory tells about the character: they lived through a war and they don’t like being paid lower than they want. To be honest, one big thing that the character went through and one overall thing they want should be enough. What is the best thing to do? Should I make NPCs ask them questions so they come up with stuff, should I insist more on the backstory writing even though they are clearly not interested, or should I just ignore that and make their backstory be the adventure we are roleplaying I guess? ![]() "me be alive, me be dwarf, me be soldier, me survive a war, me don't like low payment, me become mercenary, me am Banrum Loderr" Banrum Loderr is his name. ![]() I'm going to copy-paste what one of my players sent to me: I told them it would be good if they wrote their own back story. They first told me that the background given by dnd beyond (such as solider, folk hero) was enough. They are all very interested in playing the game, but I don't understand why they don't want to create their background. Hi, I'm a new DM DMing a campaign for three new players. ![]()
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