Frustrated GM
Nightwing:
Hi. My name is Paul and have a problem. We play in different systems. Every game becomes boring because the players play mercenaries and wait for the MG they propose a scenario that will be paid to them. If it is not profitable complain that I'm boring MG and I have nothing interesting to offer. When I ask about the objectives of their form, still receives the same answer: "I ??want to be rich." When I ask why? - Answer: "to be richer than others." How do I change it?
Kevin Vito:
It sounds like the players want something a little more competitive.
Try Paranoia. Give the players objectives at odds with one another and let them tear each other apart for fun and profit. Then you can just sit back and let them drive the action.
Christoph Boeckle:
Hello Paul
Welcome to the Forge! I think a lot of the people around here have had their period as frustrated GMs at one point or the other. I for one certainly had. But there are lots of nuances in frustration. Let's dig through some of it.
You mention that you play several systems; which ones? Could you detail one specific example a bit more (how many sessions of the game had you already played, what types of scenarios had come before, who the characters were, what did you offer the PCs if it wasn't riches)?
How about the people with whom you played? Friends (including for non-RPG stuff), club members, family, etc.?
Are players of this group GMs for games in which you play? How does that turn out?
Nightwing:
We played Warhammer FRP, Fading Suns, D & D, Pathfinder, and Savage Worlds. Games always ended with a two or three sessions, because I did not like. Almost every game look so that BG trying to "hide" in a safe place and do not act until the had offered a large amount of money. They listened to details of the task, and if they did not like it, they wanted a huge amount of money.
Always waiting for information about the script and either take or reject the job that's too dangerous.
They never make anything of ourselves.
By creating characters always do mercenaries without feeling lonely, without family, without friends - because it's easier.
The players are my longtime friends.
Callan S.:
Hi Paul,
Yeah, it's kind of the 'win by nagging the Game Master' thing that players sort of don't question themselves about, as if the game system can handle when they do that, when really it can't.
At the same time, it seems you're interested in dramatic characterisation (as one way of putting it).
One idea might to be to just ask them how much money they need for their PC's to be rich and run a cash for missions campaign. We could work on ideas to make a game of that (instead of it being 'nag the game master').
Doing that might get it out of their system (as they have actually gotten to do what they want). Then they might want to do a different game focusing on dramatic characterisation. But if they don't - well then you know they just aren't interested in characterisation.
Hope I haven't been unclear in explaining that :)
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