| IceKingNexion |
So I have a group that I need some help reigning in. The issue is everyone is either an edge lord or a loner. They also want to either kill each other most of the time. I'm able to get them to work together and do their missions and what not but I'm not sure how to best handle the mass amount of chaotic players who don't want to work together. Can anyone help with this?
VampByDay
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Sounds like a problem to take care of outside of the game table. Sit your players down and tell them that you don’t think this is working. Let them know that it is hard to write missions for them, and that the game is supposed to be cooperative, and they aren’t doing that, and it is making your job super difficult. Also remind them that you are part of the game too, and dealing with all their craziness is preventing you from having fun. Try to come to c consensus about how to play while they still get to play a character type they have fun with.
| IceKingNexion |
Thanks guys! I was having trouble with all but one player. It was to the point that I couldn't even move the story forward with the main villain as the moment he popped up the first thing that happened was I was interrupted and told "I'm gonna shoot him" I looked at my player and said "At least let me monologue" he said no that he wanted to shoot him so I started combat.
I really enjoy GMing but the way you guys describe it, it sounds like I could be having a much better time with a group that cares more. I appreciate the advice.
| Lethallin |
Sounds like your group is uninterested in playing the game as it's intended.
If they want to be jerks, fine, let them be jerks.
And if you don't want to GM for jerks, don't.
If you do want to GM for them still anyway, tell them to stop being jerks. The GM is supposed to get enjoyment out of the game too. Don't let the players ruin it for you.
Lorcryst
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Chiming in with some old tricks and tips ...
It reads like the characters are antisocial murderers, but I don't know the humans behind the PC sheets : you should know your friends, sometimes playing an a!*&*~% can be cathartic/therapeutic for issues in every day mundane life ...
So yes, first of all talk to them, remind everyone that this is a co-operative game with no adversaries and where "winning" is when everyone has fun. As a GM, you also want to have fun, and you're not "the enemy".
If nobody has issues to solve, talking out of game time about what everyone wants out of the game and finding compromises is the best way forward.
| Master Han Del of the Web |
From someone who enjoys the occasional jerk character, they're definitely doing it wrong. There's two rules for players that really never get shouted from the rooftops enough.
-You and the party are working together. This means that no matter how much of a self-interested jerk your character is, they have to be able to see the value in cooperating with the rest of the party. Justify it however you want or play another character if you can't.
-You and the GM are working together. Inherently you have to trust the GM to put the story together for you. If you can't then you probably shouldn't be playing.
These do go both ways but it really sounds like your players are dropping the ball. In my few runs as GM, I've definitely made sure to spell these out to my players in order to manage their expectations.
| IceKingNexion |
From someone who enjoys the occasional jerk character, they're definitely doing it wrong. There's two rules for players that really never get shouted from the rooftops enough.
-You and the party are working together. This means that no matter how much of a self-interested jerk your character is, they have to be able to see the value in cooperating with the rest of the party. Justify it however you want or play another character if you can't.
-You and the GM are working together. Inherently you have to trust the GM to put the story together for you. If you can't then you probably shouldn't be playing.
These do go both ways but it really sounds like your players are dropping the ball. In my few runs as GM, I've definitely made sure to spell these out to my players in order to manage their expectations.
My campaign recently ended but I'm going to be starting SoS soon as I left my players at level 7. I'll make sure that these two examples are noted as I feel like its explained well and will get the point across. Some players didn't get attached to their characters so they will be making new ones, so this might be a good way to set the mood before they even make the characters. Thanks for the advice, and that goes for everyone with good constructive criticism. I'm glad to be part of a community who is willing to be honest and straight forward.
| Master Han Del of the Web |
My campaign recently ended but I'm going to be starting SoS soon as I left my players at level 7. I'll make sure that these two examples are noted as I feel like its explained well and will get the point across. Some players didn't get attached to their characters so they will be making new ones, so this might be a good way to set the mood before they even make the characters. Thanks for the advice, and that goes for everyone with good constructive criticism. I'm glad to be part of a community who is willing to be honest and straight forward.
Definitely, and these go double for a horror-flavored campaign like SoS. If they don't willingly invest themselves in the plot, they're going to be missing out. I'd also say that leaving yourself open narratively is an excellent idea for players. I'd say trying to challenge the players coming up with new characters to also come up with NPCs they are protective of might be a good idea.