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Chebucto Regional Softball Club

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A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Good player guidance?

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    wrote last edited by
    #1
    Seems like there's a butt-load of GM-guidance material out there. In particular things like the Lazy GM's Guide. But it's harder to find good, accessible and reasonably comprehensive guide for building good players and player arcs. I'm a new GM, and have a few new players who having fun, but are not feeling feeling like they know how to develop their character well. Any useful material I can give them would be appreciated. We're currently playing a game that's mechanically a bit more like PbtA (not crunchy), but advice for any game/system is welcome.
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    • ? Guest
      Seems like there's a butt-load of GM-guidance material out there. In particular things like the Lazy GM's Guide. But it's harder to find good, accessible and reasonably comprehensive guide for building good players and player arcs. I'm a new GM, and have a few new players who having fun, but are not feeling feeling like they know how to develop their character well. Any useful material I can give them would be appreciated. We're currently playing a game that's mechanically a bit more like PbtA (not crunchy), but advice for any game/system is welcome.
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      wrote last edited by
      #2
      PTBA? Is this home brew? Might be worth asking each player: What are you hoping to achieve in this campaign? What are some key people in your characters past that you’d like to see again?
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      • ? Guest
        Seems like there's a butt-load of GM-guidance material out there. In particular things like the Lazy GM's Guide. But it's harder to find good, accessible and reasonably comprehensive guide for building good players and player arcs. I'm a new GM, and have a few new players who having fun, but are not feeling feeling like they know how to develop their character well. Any useful material I can give them would be appreciated. We're currently playing a game that's mechanically a bit more like PbtA (not crunchy), but advice for any game/system is welcome.
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        wrote last edited by
        #3
        A lot of this is aimed at the character creation stage, but if your current PCs are still low level and a bit aimless I think most or all of this could be applied to a fleshing out session to kind of refocus things with existing characters. Now all the below is more what you'd call guidelines than actual rules, so sometimes it might not fit perfectly but anyway 'ere we go. >Characters should be written with at least a couple of NPC connections in their past. Family members, friends, rivals, whatever. If it's a rival/adversary it probably shouldn't something massive like The Demon Knight Who Murdered Everyone since that would overshadow the campaign but something more mundane like Gary from Pokémon. Or maybe if the character was an escaped slave, the old slave trader. If it's friends or family that's pretty self explanatory. This makes players actually think about how the character fits into the world and it gives the GM material to optionally slot in. >The characters should have some longer term motivation that is unique to them which runs parallel with being in the party. If they just want lots of gold, it just needs to be a step further as "I want lots of gold to do 'x'." That goal can be goal to get passage out of the region, or to build a giant statue of themselves, or to reverse transmute the gold into lead to smelt into a giant cannon ball to fire at the capital of their cultural rivals. Whatever it is, it gives a bit of insight into the character which is something hopefully the player keeps in mind. >Players should think about their alignments and backgrounds in how they interact with NPCs. I don't mean they should be rigidly guided by this to the extreme every single interaction (because that leads to a whole other set of issues), but sometimes it's good to think about alternate angles when things are kind of stuck. I see this especially when trying to negotiate with an evil or corrupt NPC and newer players just default to "Helping us is good and you should do a good thing!" arguments that are no sale, but if somebody remember their character came from a shady background maybe they'd remember to bribe or blackmail instead. >Something I do for my own characters personally is write up at least one personality flaw. Hardheaded, untrusting, drinking problem, gambling problem, racist, whatever. Something that can come up and maybe change throughout a long campaign or maybe just never gets resolved. Again, important that this flaw is tempered against the flow of the adventure so it doesn't become a drag. >Similarly I write up one or two short and sweet physical flavor details. One character had the end of their pinky chopped off for thieving when they were younger. Another had an obliterated tattoo on their arm. One happened to get nosebleeds slightly more than normal. All of these things could be nothing or could be something. I put them on the sheet and left it in the hands of the GM if they wanted to explore these possible hooks. If it never came up again, it never came up again but at least it was there to latch onto.
        ? 1 Reply Last reply
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        • ? Guest
          Seems like there's a butt-load of GM-guidance material out there. In particular things like the Lazy GM's Guide. But it's harder to find good, accessible and reasonably comprehensive guide for building good players and player arcs. I'm a new GM, and have a few new players who having fun, but are not feeling feeling like they know how to develop their character well. Any useful material I can give them would be appreciated. We're currently playing a game that's mechanically a bit more like PbtA (not crunchy), but advice for any game/system is welcome.
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          wrote last edited by
          #4
          Sometimes you will make a character that does not fit with the group, you as a player need to fix this. Do not expect the group to conform to your character all the time. I am playing a Druid in a 5e game, over time the character spent more and more time away from civilization, and refused to go into the towns with the group. So any session involving people was me browsing on my phone while everyone else RP'd. then the group got together for a project (we built a fancy covered wagon to travel in) and spent all of our money on it. My character never took much loot because he hunted and foraged. After this he realized he needed money and sometimes needed the city. So I had a character changing moment to get him back into the group again. Ana for the love of a d20, do not be the, "that's what my character would do" asshole. If you want to be a dick in game, at least own it.
          ? 1 Reply Last reply
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          • ? Guest
            A lot of this is aimed at the character creation stage, but if your current PCs are still low level and a bit aimless I think most or all of this could be applied to a fleshing out session to kind of refocus things with existing characters. Now all the below is more what you'd call guidelines than actual rules, so sometimes it might not fit perfectly but anyway 'ere we go. >Characters should be written with at least a couple of NPC connections in their past. Family members, friends, rivals, whatever. If it's a rival/adversary it probably shouldn't something massive like The Demon Knight Who Murdered Everyone since that would overshadow the campaign but something more mundane like Gary from Pokémon. Or maybe if the character was an escaped slave, the old slave trader. If it's friends or family that's pretty self explanatory. This makes players actually think about how the character fits into the world and it gives the GM material to optionally slot in. >The characters should have some longer term motivation that is unique to them which runs parallel with being in the party. If they just want lots of gold, it just needs to be a step further as "I want lots of gold to do 'x'." That goal can be goal to get passage out of the region, or to build a giant statue of themselves, or to reverse transmute the gold into lead to smelt into a giant cannon ball to fire at the capital of their cultural rivals. Whatever it is, it gives a bit of insight into the character which is something hopefully the player keeps in mind. >Players should think about their alignments and backgrounds in how they interact with NPCs. I don't mean they should be rigidly guided by this to the extreme every single interaction (because that leads to a whole other set of issues), but sometimes it's good to think about alternate angles when things are kind of stuck. I see this especially when trying to negotiate with an evil or corrupt NPC and newer players just default to "Helping us is good and you should do a good thing!" arguments that are no sale, but if somebody remember their character came from a shady background maybe they'd remember to bribe or blackmail instead. >Something I do for my own characters personally is write up at least one personality flaw. Hardheaded, untrusting, drinking problem, gambling problem, racist, whatever. Something that can come up and maybe change throughout a long campaign or maybe just never gets resolved. Again, important that this flaw is tempered against the flow of the adventure so it doesn't become a drag. >Similarly I write up one or two short and sweet physical flavor details. One character had the end of their pinky chopped off for thieving when they were younger. Another had an obliterated tattoo on their arm. One happened to get nosebleeds slightly more than normal. All of these things could be nothing or could be something. I put them on the sheet and left it in the hands of the GM if they wanted to explore these possible hooks. If it never came up again, it never came up again but at least it was there to latch onto.
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            Guest
            wrote last edited by
            #5
            Great stuff, thanks! I was aware of a few of those (backstory, motivation, character flaws), and had suggested them to players. Some of them already had some backstories that included a few of each, even some of the newbies. The physical flavour thing is cool - a couple of them have something like that, but I could point it out explicitly. A couple have backstories that involve NPCs too, which I could start to work in.
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            • ? Guest
              Seems like there's a butt-load of GM-guidance material out there. In particular things like the Lazy GM's Guide. But it's harder to find good, accessible and reasonably comprehensive guide for building good players and player arcs. I'm a new GM, and have a few new players who having fun, but are not feeling feeling like they know how to develop their character well. Any useful material I can give them would be appreciated. We're currently playing a game that's mechanically a bit more like PbtA (not crunchy), but advice for any game/system is welcome.
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              suck_on_my_presence@lemmy.world
              wrote last edited by
              #6
              Sorry for no link, but there's a Matthew Colville video aimed at players that I think is pretty good. There's also (I think) a Pointy Hat video about it as well.
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              • S suck_on_my_presence@lemmy.world
                Sorry for no link, but there's a Matthew Colville video aimed at players that I think is pretty good. There's also (I think) a Pointy Hat video about it as well.
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                wrote last edited by
                #7
                > Matthew Colville Oh yeah, I searched for that the other day, then got distracted. I guess this one? https://www.youtube.com/watch?v=0MhjHHrfreo > Pointy Hat Haven't come across that channel before. Is it this one? https://www.youtube.com/watch?v=LLVJrK22gVA
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                • ? Guest
                  Sometimes you will make a character that does not fit with the group, you as a player need to fix this. Do not expect the group to conform to your character all the time. I am playing a Druid in a 5e game, over time the character spent more and more time away from civilization, and refused to go into the towns with the group. So any session involving people was me browsing on my phone while everyone else RP'd. then the group got together for a project (we built a fancy covered wagon to travel in) and spent all of our money on it. My character never took much loot because he hunted and foraged. After this he realized he needed money and sometimes needed the city. So I had a character changing moment to get him back into the group again. Ana for the love of a d20, do not be the, "that's what my character would do" asshole. If you want to be a dick in game, at least own it.
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                  wrote last edited by
                  #8
                  So far they seem to be OK with sticking together. Perhaps more focused on the game progress than actually being their characters.
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                  • ? Guest
                    PTBA? Is this home brew? Might be worth asking each player: What are you hoping to achieve in this campaign? What are some key people in your characters past that you’d like to see again?
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                    Guest
                    wrote last edited by
                    #9
                    Not homebrew, it's actually Defenders Almanac (which isn't really PbtA, but kind of similar mechanics). I asked them what they wanted out of the *game*, so there's broader goals that I took notes on. I should try to translate that into specific in-campaign goals (there's already a broad setting goal - defeat the mechs).
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                    • ? Guest
                      Not homebrew, it's actually Defenders Almanac (which isn't really PbtA, but kind of similar mechanics). I asked them what they wanted out of the *game*, so there's broader goals that I took notes on. I should try to translate that into specific in-campaign goals (there's already a broad setting goal - defeat the mechs).
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                      wrote last edited by
                      #10
                      GM being good GM is good. The reason I added the second question is so you could bring back NPCs from characters past to have the player go through different thoughts and try to influence change
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                      • ? Guest
                        Seems like there's a butt-load of GM-guidance material out there. In particular things like the Lazy GM's Guide. But it's harder to find good, accessible and reasonably comprehensive guide for building good players and player arcs. I'm a new GM, and have a few new players who having fun, but are not feeling feeling like they know how to develop their character well. Any useful material I can give them would be appreciated. We're currently playing a game that's mechanically a bit more like PbtA (not crunchy), but advice for any game/system is welcome.
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                        jjjalljs@ttrpg.network
                        wrote last edited by
                        #11
                        Some of it depends on what system you're playing. I always recommend reading more games, because even if you don't adopt their rules wholesale there's often ideas you can steal. CofD had this idea of "aspirations". Players are asked to write down one long term thing they want to see happen to their character _as a player_. That's not necessarily what the character wants. The players should also have one or two short term aspirations. Since these are for the player and not the character, they might be something like "Get in a car chase" or "Take a hit that would fell a normal human" This gives the GM a little guidance on what the players want, and if they're like "i dunno" that's a prompt to talk about why they're here. More general advice: Engage with the game and its premises. If you're playing a game about superheroes that go out and fight street level crime, don't make a character that spends all their time making a mundane brass band. If you're playing a scrappy militia defending an outpost from a zombie threat, don't play a guy whose current obsession is writing poetry. Engage with the premise. "Wacky" stuff gets old fast. Playing safe to the tune of "Oh that sounds dangerous I'm just going to stay in the fort" makes for boring gameplay. I ran a game that ended unhappily because of this. I wanted it to be "explore the cursed island full of monsters and traps", and one of the players just wanted to open a restaurant. No. Bad. Engage with the game as pitched. If you want to play something else, talk about it instead of rowing against the current constantly. Engage with NPCs. I have a lot of players that just don't ask NPCs anything. That doesn't mean the NPCs are going to drop everything to help you, but if the GM is doing a decent job they have their own motivations and desires. They should be more than Final Fantasy NPCs that have a few fixed lines and a quest reward that pops out.
                        ? ? 2 Replies Last reply
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                        • J jjjalljs@ttrpg.network
                          Some of it depends on what system you're playing. I always recommend reading more games, because even if you don't adopt their rules wholesale there's often ideas you can steal. CofD had this idea of "aspirations". Players are asked to write down one long term thing they want to see happen to their character _as a player_. That's not necessarily what the character wants. The players should also have one or two short term aspirations. Since these are for the player and not the character, they might be something like "Get in a car chase" or "Take a hit that would fell a normal human" This gives the GM a little guidance on what the players want, and if they're like "i dunno" that's a prompt to talk about why they're here. More general advice: Engage with the game and its premises. If you're playing a game about superheroes that go out and fight street level crime, don't make a character that spends all their time making a mundane brass band. If you're playing a scrappy militia defending an outpost from a zombie threat, don't play a guy whose current obsession is writing poetry. Engage with the premise. "Wacky" stuff gets old fast. Playing safe to the tune of "Oh that sounds dangerous I'm just going to stay in the fort" makes for boring gameplay. I ran a game that ended unhappily because of this. I wanted it to be "explore the cursed island full of monsters and traps", and one of the players just wanted to open a restaurant. No. Bad. Engage with the game as pitched. If you want to play something else, talk about it instead of rowing against the current constantly. Engage with NPCs. I have a lot of players that just don't ask NPCs anything. That doesn't mean the NPCs are going to drop everything to help you, but if the GM is doing a decent job they have their own motivations and desires. They should be more than Final Fantasy NPCs that have a few fixed lines and a quest reward that pops out.
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                          wrote last edited by
                          #12
                          I think my players are doing a decent job of most of this. The newer ones perhaps less so with the engaging with NPCs, but that's also probably substantially my fault as a GM, for not making opportunities more explicit. I/we identified that while reviewing our last session, and discussed with a more experienced player, and I have some ideas for how to improve.
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                          • ? Guest
                            Seems like there's a butt-load of GM-guidance material out there. In particular things like the Lazy GM's Guide. But it's harder to find good, accessible and reasonably comprehensive guide for building good players and player arcs. I'm a new GM, and have a few new players who having fun, but are not feeling feeling like they know how to develop their character well. Any useful material I can give them would be appreciated. We're currently playing a game that's mechanically a bit more like PbtA (not crunchy), but advice for any game/system is welcome.
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                            Guest
                            wrote last edited by
                            #13
                            Lean into it. Engage wih the mechanics and the theme of the game. Don't have a huge backstory laid out, because it's fun to be able to make stuff up in the moment without it having to be a huge retcon. Know what everything on your sheet does.
                            ? 1 Reply Last reply
                            0
                            • J jjjalljs@ttrpg.network
                              Some of it depends on what system you're playing. I always recommend reading more games, because even if you don't adopt their rules wholesale there's often ideas you can steal. CofD had this idea of "aspirations". Players are asked to write down one long term thing they want to see happen to their character _as a player_. That's not necessarily what the character wants. The players should also have one or two short term aspirations. Since these are for the player and not the character, they might be something like "Get in a car chase" or "Take a hit that would fell a normal human" This gives the GM a little guidance on what the players want, and if they're like "i dunno" that's a prompt to talk about why they're here. More general advice: Engage with the game and its premises. If you're playing a game about superheroes that go out and fight street level crime, don't make a character that spends all their time making a mundane brass band. If you're playing a scrappy militia defending an outpost from a zombie threat, don't play a guy whose current obsession is writing poetry. Engage with the premise. "Wacky" stuff gets old fast. Playing safe to the tune of "Oh that sounds dangerous I'm just going to stay in the fort" makes for boring gameplay. I ran a game that ended unhappily because of this. I wanted it to be "explore the cursed island full of monsters and traps", and one of the players just wanted to open a restaurant. No. Bad. Engage with the game as pitched. If you want to play something else, talk about it instead of rowing against the current constantly. Engage with NPCs. I have a lot of players that just don't ask NPCs anything. That doesn't mean the NPCs are going to drop everything to help you, but if the GM is doing a decent job they have their own motivations and desires. They should be more than Final Fantasy NPCs that have a few fixed lines and a quest reward that pops out.
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                              wrote last edited by
                              #14
                              > I wanted it to be “explore the cursed island full of monsters and traps”, and one of the players just wanted to open a restaurant. No. Bad. Respectfully, that player is an ass. A game about opening a restaurant sounds really fun. Playing a character like that in a different kind of game ain't the time or place though. I just started running a game of Broken Compass, and I truly am blessed to have my group, because they're great, but we still all built characters together as part of session zero so I could make sure they all fit the theme of the story I'm trying to have them inhabit.
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                              • ? Guest
                                > I wanted it to be “explore the cursed island full of monsters and traps”, and one of the players just wanted to open a restaurant. No. Bad. Respectfully, that player is an ass. A game about opening a restaurant sounds really fun. Playing a character like that in a different kind of game ain't the time or place though. I just started running a game of Broken Compass, and I truly am blessed to have my group, because they're great, but we still all built characters together as part of session zero so I could make sure they all fit the theme of the story I'm trying to have them inhabit.
                                J This user is from outside of this forum
                                J This user is from outside of this forum
                                jjjalljs@ttrpg.network
                                wrote last edited by
                                #15
                                I definitely learned from the experience. Specifically, be explicit about what tone and such we're going for, and be firm if someone is going off in some other direction. In her defense, she'd played little to nothing before.
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                                • ? Guest
                                  Lean into it. Engage wih the mechanics and the theme of the game. Don't have a huge backstory laid out, because it's fun to be able to make stuff up in the moment without it having to be a huge retcon. Know what everything on your sheet does.
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                                  wrote last edited by
                                  #16
                                  Yeah... I think actually the advice that would be most useful is exactly that.. "how to approach making stuff up in the moment?"
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