Started by Paul T, July 26, 2009, 01:08:26 PM
QuoteI wonder, also, if a simpler backstory (one that could have been revealed very quickly, with fewer words) would solve this issue. There were enough little twists in turns in my backstory that I think the players were enjoying themselves simply uncovering what was going on. Once enough of the backstory had become clear to act, they did. So, perhaps if there had been less information to uncover, they would have acted more quickly.I also think that the social circumstances (one person new to gaming altogether, one hadn`t played in a long time, the three of us had never played together at all) are an important factor. I know that I feel hesitant to jump straight into something with an unfamiliar activity and unfamiliar people, preferring to "play it safe", feeling out boundaries, and I can`t imagine that it`s too different for anyone else. I`m kind of surprised no one has commented on that aspect of the game--any similar--or contrary--experiences out there?
QuotePlayers are rightly suspicious of being shoved out into an RPG adventure without a baseline understanding of the risks and rewards of the mechanics. Or, rather, if you want Players to take big chances and make interesting choices, this impulse is best supported when the Players have at least a baseline understanding of the risks and the rewards. Until that happens, Players tend to make safe choices, avoid risks and kill their more interesting impulses. The reason for this is completely rational: If I could accidently lose my guy on die roll I didn't even know I'd be making, and I don't even know when or how to roll a die, or when the odds or in or against my favor, why the heck would I risk doing anything?