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51

There are so many ways to enjoy roleplaying games that we sometimes — often, actually — forget that fact and just assume that how we play is the way. Unsurprisingly, this results in unpleasant things when different ways to play collide and nobody notices that hey, maybe these are different and don't mix well! What you (personally or as a group) need to do ...


38

metagaming was the worst thing that could happen in role-playing Well, this is just plain wrong; not having fun is the worst thing that can happen. It sounds like you're finding this out. I think you recognise that there is no right way to role-play or, more precisely, there are as many wrong ways as there are gaming groups because no group is ...


12

There are lots of different ways. It all depends on your preference as a GM, on preferences of your group, on the system, on your particular game and so on. But before I give you examples, let's get one thing out of the way first. I know I'm not supposed to take away player agency or narrate their actions for them Wrong. You, as a GM, are supposed to ...


11

There are many tricks that will help you remember, but most of them boil down to two things: Focus on the important stuff and write things down. That being said, here are a few more detailed pieces of advice that might help you. 1: Get rid of clutter I don't know anything about the Death House, but it seems to be a large mansion with a lot of rooms. The ...


11

Understand what Player Agency is This is my definition: Players making informed meaningful decisions that have reasonable consequences that can be foreseen To have agency in the first place there must be: a decision of consequence to be made. A T-intersection in a dungeon with no other information is not a decision of consequence and no agency is ...


9

"Hi Pete and welcome to our group. We play differently here and metagaming is encouraged here. I hope you won't have much problem with it. I am sorry if this is not what you were looking for, but I'd encourage you to give it a try anyway"


6

An offer they can't refuse... In a game where the player has total agency, the best way to force them to do what you want is to make the offer too good or bad to refuse. So for your situation at hand, you would have the thieves take an item from each character that they cannot possibly go on without. For example, a wizard may have his spellbook taken, or ...


5

Let the players' (and your) imagination do the work. While the Devil might be in the details, he's irrelevant here. Paint with big brush strokes. Let the imaginations of the players fill the gaps. And let the players add to the environment! For example: You enter a kitchen, the smell of cold roasted meats and fat permeates the place. Over in a ...


4

The biggest thing that helps me with remembering areas is visual factors. Instead of trying to read it from the book, you could create a simple map, set of dot points of important items, or have a page of "reminders", or even combine all three. Before the session, set out what you want from each area. Are there X amount of key items they need to find? A ...


4

It's very important to remember, above all, IT IS A GAME. The worst possible thing you could every do is take "totally fun and awesome Friday night game night" and turn it into "forced, no fun, role play night" First explain that in this group meta-gaming is part of the fun. You want to throw cheesie-poofs, laugh out loud, and make silly decisions based on ...


1

A highly optimised character is, almost by definition, highly optimised for one thing only and sub-optimal for everything else. If this is a character optimised for melee combat then make sure your game includes this, ranged combat, social interaction, puzzle solving and exploration in equal parts. Your power gamer gets his time to shine but falls into the ...


1

So how would you deal with this situation? And more broadly, how can I stop something like this happening again? I would have thought of the problem you've created for yourself, sooner. You set up a problem by wanting the players to join together in the same cooperative adventuring party, but starting them not knowing each other and only happening to ...



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