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Weaning players off "kool powerz"?

Started by Shipyard Locked, May 10, 2015, 09:47:11 PM

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Shipyard Locked

My players are not adversarial and I do not resent them in any way. We have a great time. But as I've said before, they don't love RPGs so much that they won't go do something else if they aren't interested in the game I'm offering. No muss, no fuss, no hard feelings. Ultimatums won't work. They'll just give me a, "That sounds cool, it's just not for me, see you in Starcraft II later this week as usual, right?" and be on their way.

I can genuinely offer anything I want, but I can't compel people to sign up for it. They'll just run more board games or WoW raids or whatever instead. And I'll always be welcome to join them in that. But of course I want to run RPGs. So I compromise.

I compromise until I figure out a way to make a sales pitch that gets past their allergic reaction to what I described. That's what I'm asking for. It's not some drama, some battle of wills.

Alright, so the word "wean" infantilized them, poor choice of words on my part, it obscured the nature of the problem. I just want to open their minds a little.

Opaopajr

Drag out the XP process so that leveling up takes +X more sessions. Fill out those sessions with more setting compelling content. Don't reward easy combat slaughters or easy money with XP.

Those who are just in it for the powerz grinding will float on back to online raids, those who are in it for playing a role in an imaginary world will stay and thrive — all are happy.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

GnomeWorks

Perhaps the thing to do would be to run a system that lets the players do their thing, while running a game that challenges that mind-set without being over the top about it.

For instance, run a 3.5 or PF game - which has all the mechanical bits it sounds like your players are interested in - but run an adventure heavy with political stuff, mysteries, exploration, and/or kingdom-building. Give the players moments and opportunities to shine and use their mechanics, but also ensure that one of the main goals of the game is something that the mechanics explicitly do not cover, or if it does, does so with a wide enough brush that there's significantly fewer "dials and levers" for the players to engage with on a mechanical level.

If they are totally willing to drop the game essentially on a whim if it doesn't tickle their fancy, then you have a significantly harder job, and will have to ensure that the elements lacking in mechanical complexity are sufficiently compelling that they don't wander off.
Mechanics should reflect flavor. Always.
Running: Chrono Break: Dragon Heist + Curse of the Crimson Throne (D&D 5e).
Planning: Rappan Athuk (D&D 5e).

VengerSatanis

This thread inspired Kodarr the Barbarian... system, campaign, and Game Mastering.

Here's the link to his advice column:  
http://www.draconicmagazine.com/articles/kodarrs-kommandments-8

VS

Sommerjon

Quote from: One Horse TownFrankly, who gives a fuck. :idunno:

Quote from: Exploderwizard;789217Being offered only a single loot poor option for adventure is a railroad

Exploderwizard

If players are really only interested in what their characters are capable of mechanically there is little that can be done. Try to excise them from your games and banish them to their mom's basement where they can spend countless hours building the ultimate whatever, because really, they will enjoy that more than actually playing.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

arminius

Some ideas in brief:

Play a game that offers cool stuff instead of powers, like Traveller. In spite of surface similarity the dynamic may be different.

Emphasize followers instead of individual abilities. More units adds capability and tactical richness without the kewl factor.

When the players try to do something non-mechanical, treat it as their characters are highly competent and generally let them succeed unless there's a good reason not to. Then they'll be less inclined to look to powers as an escape clause for beating the world.

crkrueger

Once you put the rules in context, as Tenbones mentioned, then you end up making decisions on things other than the numbers.  Greatswords are always awesome...in games without reach, size or weight limits, or in settings where peasants carrying battlefield weapons into a bar raises no eyebrows.  In reality a greatsword isn't always the best tool anymore than a squad automatic weapon, automatic shotgun, or sniper rifle is always the best weapon for a soldier.  Context matters, and playing the rules divorced from setting relevance eliminates that context.

Whenever the players are focused on the rules to the detriment of the campaign setting...change the rules.  Pathfinder is great for Golarion...it makes less than zero sense in any other context.  Take all those prebuilt templates of powers, blow them up and reassemble into setting specific classes.  Don't allow unlimited multi-classing.  Allow for more free skill choice, so the min-maxers aren't forced into CharOp mode by having only X possible Skill slots at Y level.  Come up with alternate means of advancement based not solely on XP, but on time, money, social connections.

If your players are thinking of their characters as numbers on the sheet, there's only ever been one way to deal with that (if you think it needs dealing with) - get them off the sheet and into the heads of their characters with advancement totally in context based on your world, not on a body armor plate masquerading as an RPG book.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

robiswrong

The more I think about it, the more I think you've got two options:

1) "Hey, I wanna run a game like this.  It'll be different than what you're used to, in that you won't have kewl powahz.  But here's what'll be cool about it.  Interested?"

2) Run the system with the kewl powahz.  Let 'em have them.  But then focus on the non-kewl-powahz parts of the game - the interactions, etc.  Let them see the cool stuff that exists outside of powers and widgets.

Christopher Brady

Personally, as a GM, I'm all for giving my players cool powers, so I just realized that I can't really contribute, so I am going to apologize for butting into this thread and backing out.

Sorry, man.

Happy Gaming.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

crkrueger

Quote from: Shipyard Locked;831009they don't love RPGs so much that they won't go do something else if they aren't interested in the game I'm offering..."That sounds cool, it's just not for me, see you in Starcraft II later this week as usual, right?"

You can bring a horse to water, but you can't make him drink.

Sounds like you have computer gamers there who don't mind playing tabletop games, but don't particularly care one way or another whether it's a tabletop role-playing game.

You need a different group.  You've got one it sounds like that you have fun with, up to a point, and they're not willing to compromise at all towards making the game more fun for you (or even trying to).

When you can answer "See you in Starcraft II later this week as usual, right?" with "Nah, I'm playing in a RuneQuest game on Saturdays now.", you might see them start to put the merest fraction of thought into your tastes and likes instead of you always compromising instead.

Or not, then oh well.  At least you'll have a type of game you like.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Matt

Who got them started on "cool powers"? Maybe that person can get them off it with something new.

Alathon

#42
Quote from: Shipyard Locked;831009My players are not adversarial and I do not resent them in any way. We have a great time. But as I've said before, they don't love RPGs so much that they won't go do something else if they aren't interested in the game I'm offering. No muss, no fuss, no hard feelings. Ultimatums won't work. They'll just give me a, "That sounds cool, it's just not for me, see you in Starcraft II later this week as usual, right?" and be on their way.

I can genuinely offer anything I want, but I can't compel people to sign up for it. They'll just run more board games or WoW raids or whatever instead. And I'll always be welcome to join them in that. But of course I want to run RPGs. So I compromise.

I compromise until I figure out a way to make a sales pitch that gets past their allergic reaction to what I described. That's what I'm asking for. It's not some drama, some battle of wills.

Alright, so the word "wean" infantilized them, poor choice of words on my part, it obscured the nature of the problem. I just want to open their minds a little.

Wait until some popular media comes around that really sells the sort of game you want to run, and pitch a game in that setting.  If they have Batman or Pirates of the Caribbean on their minds, they may be willing to go against their preference for playing Supermen.

tenbones

Quote from: CRKrueger;831147Once you put the rules in context, as Tenbones mentioned, then you end up making decisions on things other than the numbers.  Greatswords are always awesome...in games without reach, size or weight limits, or in settings where peasants carrying battlefield weapons into a bar raises no eyebrows.  In reality a greatsword isn't always the best tool anymore than a squad automatic weapon, automatic shotgun, or sniper rifle is always the best weapon for a soldier.  Context matters, and playing the rules divorced from setting relevance eliminates that context.

Whenever the players are focused on the rules to the detriment of the campaign setting...change the rules.  Pathfinder is great for Golarion...it makes less than zero sense in any other context.  Take all those prebuilt templates of powers, blow them up and reassemble into setting specific classes.  Don't allow unlimited multi-classing.  Allow for more free skill choice, so the min-maxers aren't forced into CharOp mode by having only X possible Skill slots at Y level.  Come up with alternate means of advancement based not solely on XP, but on time, money, social connections.

If your players are thinking of their characters as numbers on the sheet, there's only ever been one way to deal with that (if you think it needs dealing with) - get them off the sheet and into the heads of their characters with advancement totally in context based on your world, not on a body armor plate masquerading as an RPG book.

Exactamundo!

Edit: fuck i'm old.

Shipyard Locked

Quote from: Alathon;831191Wait until some popular media comes around that really sells the sort of game you want to run, and pitch a game in that setting.  If they have Batman or Pirates of the Caribbean on their minds, they may be willing to go against their preference for playing Supermen.

To clarify, it's not about playing supermen, it's about distinctive mechanical crunch. D&D's Sneak Attack is a perfectly mundane thing in the gameworld's fiction, but still qualifies as "kool powerz" because it has been sectioned off and complexified for a certain class to feel special.

As for the media based-pitch, I did try. I used Firefly to pitch Traveller and Stars Without Number. No sale.

By the way, I do want to thank everyone who has posted in this thread, it has been very interesting and thought provoking.