Creating Social Situations & Characters
DudesInCapes:
I've been trying to run a game of the Dresden Files RPG for my friends lately, but it seems I'm not the best at variety. My players always create the same powerhouse characters with little to no way of actually interacting with people. I can't seem to find new and interesting ways to actually get the to interact or to even think about interacting before they try to blow up the building. It's possible I'm setting a bad example by not continuing campaigns, but it's mostly because there's only so far a game can go when the only thing you're doing is blowing up enemies that don't stand a chance. Do any of you have any suggestions on ways I could work social activities into a game?
Daniel36:
I don't know the Dresden Files, but I am guessing it is alternate earth setting?
As such, I take it that after blowing up a building, the characters leave and relax somewhere? Have their characters, while in a pub for example, experience a family member crying his / her lungs out upon hearing of the death of a loved one in the explosion, maybe from watchign the news. Better yet, let them first watch in disbelief at the news and then go all frantic not knowing whether the loved on is alive or not. That'll make them think a little next time they want to blow something up. Or not, but at least it shows them their actions have repercussions without throwing them in jail.
Callan S.:
Hi,
In your actual play, have you been setting the 'mission objective' for the players characters?
If so, they are simply trying to find the shortest path to completing the objective. Or the one less arduous and more fun.
If you are setting mission objectives and are going to stick with that, why not just make part of the objective require social interaction? "You must convince person X, without intimidation, torture or murder!"
Ron Edwards:
Hello,
I think you are very far down a road which is already the wrong route for what you say you want. Your friends are almost certainly playing for reasons of their own which clearly preclude any fictional social interactions.
You are going to have to address this in terms of real-world personal discussion. Do they, or do they not, want to play characters who interact with NPCs? If not, why not? Part of this discussion will certainly have to expose what you want them to interact with NPCs for. I suggest you review that issue carefully. Perhaps if you articulated it here, we can talk about ways to make that discussion more successful.
Bluntly, trying to "make" them play differently by using in-game techniques, as Daniel proposes, is an exercise in futility. In my 33 years of role-playing (that's role-playing, not my age), I have not ever seen that tactic work. Hundreds of RPG books have suggested it, but it is worthless.
Best, Ron
Judd:
What are the characters' aspects?
That is where I'd look for cues.
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