Creating Social Situations & Characters

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Daniel36:
Quote from: Ron Edwards on August 17, 2011, 07:35:22 AM

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.


In the few days I have been here, I have learned quite a lot already. It's good to have experienced roleplayers around.

DudesInCapes:
I suppose I will just have to talk to them and try to convince them that smashing someone is just as fun as talking to them.  Thanks for the help.

Judd:
Quote from: DudesInCapes on August 17, 2011, 06:10:57 PM

I suppose I will just have to talk to them and try to convince them that smashing someone is just as fun as talking to them.  Thanks for the help.


Dudes, Mr. Capes, what are the player character's aspects?

Please?

DudesInCapes:
The problem with naming their character aspects is that I keep having to start over with new stories and new characters, because they'd rather beat everything up than follow the rest of the plot.  In most cases, their character aspects are usually rather ridiculous and they almost never use them.  It may just be that I'm not very good at actually GMing.

Erik Weissengruber:
"The problem with naming their character aspects is that I keep having to start over with new stories and new characters, because they'd rather beat everything up than follow the rest of the plot.  In most cases, their character aspects are usually rather ridiculous and they almost never use them.  It may just be that I'm not very good at actually GMing."

The game runs on aspect.  I let some pretty weak aspects get in my DFRPG because I wanted to make nice and get on with the game.  Never ran FATE for this bunch before and I was eager to please.

But if you can't look players in the eye and say "c'mon, you can do better than that!" don't be surprised if the game falls flat.


Oh yeah. Follow the plot?  What does that mean?  You could be throwing events and situations at the aspects to see what reactions you get, compels, etc.  That should generate action and story.  But you can't get emergent story if you have some plot set up beforehand.  The scenario-creation advice puts aspects front and centre.

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