I play my PCs like I have a death wish, because playing it safe is really, really boring.

I play my PCs like I have a death wish, because playing it safe is really, really boring. I don't know how many groups I've seen that get scared at the slightest bit of threat.

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  1. 3 weeks ago
    Anonymous

    Depends what type of game you're playing.
    Some games are meant to be played where the goal is to make money, not to make it on some extreme sports channel.

  2. 3 weeks ago
    Anonymous

    >I don't know how many groups I've seen that get scared at the slightest bit of threat.
    I imagine there's an element of "I don't want to be That Guy who does something stupid and gets the party hurt to satisfy myself only"

  3. 3 weeks ago
    Anonymous

    I appreciate this. I like players playing smart, but I dislike players playing risk averse. Often after the session is set and ready to go one of the players will observe some external threat like a guard, or a security system, and then want to back away. Then why did I put the challenge there in the first place? I sometimes become nostalgic for the dungeon crawling days where danger was a part of the motivation, rather than the setting.

    • 3 weeks ago
      Anonymous

      Is it wrong to then not reward them for cowardice and risk aversion? I wonder how to overcome boring playstyles.

      • 3 weeks ago
        Anonymous

        Playing Cyberpunk, when my players start to talk aloud about maybe backing out of their gig, I tell them straight up that they can do that but that it will tank the relationship with their employer. If I follow up with a question of what they'd like to do instead they usually return to the task at hand. Doing stick and carrot works very well at my table, at least. But it does mean you have to show the stick and be willing to use it.

        I don't see why this shouldn't work in any other game where you are gig-oriented. Worked in Traveller and dnd before as well. If you back out you never learn the secrets, you don't get to plunder the vault, you don't continue on your path to wherever it is you're going. In a recent session the party bailed on a job mid-operation and escaped with only the bare necessary accomplishments required to not make enemies, they never complained about that. They were simply happy to leave with their lives and chalk it up to experience.

        Spare the rod, spoil the child. Character death, debt, poisoning the well, etc these should all be tools to make bravery be a more appealing option. Then it's their choice which of the negative consequences they'd rather have, and they will almost always choose to risk it for a reward.

  4. 3 weeks ago
    Anonymous

    In one group all my characters end up being aggressive, cynical combat machines. Because when I'm not the rest of the group turns into a indecisive, reactionary mess that keep blaming each other once anybody loses more than 5 hp at once.

    But I left that group.

    • 3 weeks ago
      Anonymous

      I think that

      Personally I think the best way is to employ the BAN rule.
      If everyone is playing like a b***h Ass homie then one person must take it upon themselves to be the voice of not being a b***h Ass homie and drive the plot forward.
      If everyone else isn't playing a b***h Ass homie then one person must take it upon themselves to be the voice of the b***h Ass homie and keep everyone alive.
      Simple as really.

      is a good rule. But if a shame that my group lacked the self-awareness for it.

  5. 3 weeks ago
    Anonymous

    The best advice I have gotten on the subject is: play your PC like you would drive a stolen car. You won't immediately drive into a wall at full speed, but a few knicks and scratches shouldn't bother you.

  6. 3 weeks ago
    Anonymous

    [...]

    What the hell happened here.

    • 3 weeks ago
      Anonymous

      All those post numbers to go to a deleted thread about a hipster wearing a biker jacket with RPG patches

      • 3 weeks ago
        Anonymous

        Thanks, anon.

  7. 3 weeks ago
    Anonymous

    I don't walk off cliffs or attack random people unprevoked, but, if the DM went to the trouble of plotting out an entire cave ecosystem with an entrance he described as having smoke billowing out of and large tracks leading up to as we make our way to the quest objective, I'm going to take the bait and go inside. I'm going to open the chest in the room. I'll climb the ladder down the dark hole. And, I'll make the deal with every demon and devil I meet.

    • 3 weeks ago
      Anonymous

      I'd rather take a poison trap to my balls than listen to my partymembers hem and haw about whether or not they should open a possibly trapped door for half an hour.

      Seconding this guy

    • 3 weeks ago
      Anonymous

      our party is scared of everything. i basically can´t play a scared character, or rather someone that follows. i always end up in the leader position, otherwise we would never cross a bridge. and i mean that.
      i dont even want to know how many hours total we spent discussing if we should cross that bridge/climb that wall/jump down that hole.

      • 3 weeks ago
        Anonymous

        A tale as old as time. You set out to play the evil cut-throat that is out for himself but begrudgingly tolerates the high horsing party members for team cohesion's sake, but end up playing the voice of reason begging the heroes to please stop executing prisoners, no please we don't need to burn down the barracks, put the knife DOWN.

        i´m completely outnumbered on this. my entire party are pansies. we once TPK´d because we didn´t play for 3 months, forgot all our features (multiple campaigns at the same time) and just died to 2 big bodies that hit real hard.
        i was actually content with it, the GM then pulled some into the afterlife and back again bullshit. campaign felt pretty hollow after that.
        just let them die.
        if there is no real risk involved pen and paper is a sad waste of time. a bunch of nerds sitting there telling each other how smart, funny and unique they are for hours.

        Gross. Sorry to hear, I bet your character died with honour like a true klingon.

        • 3 weeks ago
          Anonymous

          >You set out to play the evil cut-throat that is out for himself but begrudgingly tolerates the high horsing party members for team cohesion's sake, but end up playing the voice of reason begging the heroes to please stop executing prisoners, no please we don't need to burn down the barracks, put the knife DOWN.
          God I hate it when that happens. It's a disgustingly frequent thing.
          Honestly just leaving the other PCs to get fricked in the ass is so tempting so often.

          • 3 weeks ago
            Anonymous

            Back when I had the opportunity to be a player, in a dnd game, I tried to do that alongside a fellow exasperated neer-do-well, and the DM scaled down their big crescendo encounter so that it could easily be beaten by the remaining players. And in doing so sabotaged the opportunity of telling a great story of how half the table had a nuclear meltdown over the characters with "neutral" and "evil" on their sheets refusing to commit a massacre alongside the "good" characters.

            A damn shame, really.

      • 3 weeks ago
        Anonymous

        Reminds me of my first nautical game. 30 minutes of indecisiveness while simultaneously shooting down any suggestions the GM put out due to fear of danger.

  8. 3 weeks ago
    Anonymous

    as a GM i dislike players who refuse to take any risks ever, dont be dumbass but dont be a total pussy either.

  9. 3 weeks ago
    Anonymous

    Trying to play a shy, cautious or even reasonable character is a huge fricking problem, because you run the risk of everyone doing the same, then you end up asking the fundamental question "shouldn't we turn down this quest?". Yes of course slaying the dragon is a horrible fricking idea with terrible risk-reward ratio.
    Same thing with leadership, if everyone wants to be a follower, or a second in command traitor type or something, the group breaks down.

    • 3 weeks ago
      Anonymous

      Personally I think the best way is to employ the BAN rule.
      If everyone is playing like a b***h Ass homie then one person must take it upon themselves to be the voice of not being a b***h Ass homie and drive the plot forward.
      If everyone else isn't playing a b***h Ass homie then one person must take it upon themselves to be the voice of the b***h Ass homie and keep everyone alive.
      Simple as really.

    • 3 weeks ago
      Anonymous

      It's just the players man. I got one player who plays the same type of cowardly character every single time. It's her only character. I called her out one time and said "So this character is just the last one?" after she gave me a huge new shiny backstory and character concept but then immediately started behaving the exact same way as the old character.

      It was a badass sniper nun that used magic to see using sunlight so she could snipe enemies with her rifle. I was like, alright, okay, this is pretty high concept and cool for this player. Then immediately starts acting like a coward and scared of everything just like the last one.

  10. 3 weeks ago
    Anonymous

    >The incorrect path:
    "Okay, let's spend thirty minutes to two hours coming up with a plan for this situation" (There is a single goblin in the next room)
    >Correct way to go:
    "FOWARDS LADS! FOR GLORY AND GOLD!"

  11. 3 weeks ago
    Anonymous

    I'm not sure where I fall on this spectrum.
    My characters often view combat as stupid, and a thing we shouldn't do unless we're in a hurry and can't find another way around.
    My current one has absolutely no combat abilities whatsoever, but is quite good at fricking with people, lying, misdirection, poisoning people, etc.
    Any time we're not on a deadline, I can much more safely clear dungeons and hostile forces with a few day campaign of terror than a battle.

  12. 3 weeks ago
    Anonymous

    What's this from, anyway?

    • 3 weeks ago
      Anonymous

      https://i.imgur.com/HQDPYbJ.png

      I play my PCs like I have a death wish, because playing it safe is really, really boring. I don't know how many groups I've seen that get scared at the slightest bit of threat.

      seconding, getting nothing from saucenao or yandex

    • 3 weeks ago
      Anonymous

      fire punch
      saucenao isnt very good for manga pages

  13. 3 weeks ago
    Anonymous

    The level of attachment that players get to their characters is frankly unhealthy. I've run games and told my players explicitly, "This is going to be a high-lethality game, your characters are going to get killed or maimed irrevocably" and the frickers still get all worked up when one of their make-pretend little game avatars ends up nixed and the consequence is that they have to (gasp) just make a new one

    • 3 weeks ago
      Anonymous

      Talked to my players about this recently, and their attitude was that being unable to realise their characters' potential was demoralising. But it's not like they realise that potential every session, most every session they faff about and do nothing that isn't strictly problem solving. I don't get it, characters exist to be used.

      • 3 weeks ago
        Anonymous

        >most every session they faff about and do nothing that isn't strictly problem solving
        Perhaps you should have a discussion about character goals and taking initiative on them.

        • 3 weeks ago
          Anonymous

          Their problem, not mine. We play, we have fun, they fear death, I keep threatening their lives - as it should be. I think there is a bad trend of having the GM act as therapist, when that is neither fair to the GM nor helpful to the group dynamic. The kind of change that makes people more rounded players comes from within.

    • 3 weeks ago
      Anonymous

      I agree, most players can't handle harm to their special snowflake.

      Currently I have a comfy group for which I run Ars Magica. From the start I was clear that I won't kill, and just kill, companions and magi out of the blue.
      Grogs are fair game.
      Works so far, players act decisive but not brain-dead.

    • 3 weeks ago
      Anonymous

      i´m completely outnumbered on this. my entire party are pansies. we once TPK´d because we didn´t play for 3 months, forgot all our features (multiple campaigns at the same time) and just died to 2 big bodies that hit real hard.
      i was actually content with it, the GM then pulled some into the afterlife and back again bullshit. campaign felt pretty hollow after that.
      just let them die.
      if there is no real risk involved pen and paper is a sad waste of time. a bunch of nerds sitting there telling each other how smart, funny and unique they are for hours.

  14. 3 weeks ago
    Anonymous

    You don't make plans because you like to take risks.
    I don't make plans because I'm too dumb for that.
    We are not the same.

    • 3 weeks ago
      Anonymous
  15. 3 weeks ago
    Anonymous

    As a GM I have to say I value you danger appreciators greatly.
    Keep an rocking head first into the darkness.

  16. 3 weeks ago
    Anonymous

    Playing as a cowardly, reluctant adventurer is great fun. Your picking apart of plans gives other players a chance to step down from the ledge and consider more reasonable plans, and you encourage the team to plan with more creativity to keep you from backing out or running off. It particularly helps my group because our GM is brutally realistic.

    • 3 weeks ago
      Anonymous

      I have nothing wrong with cowardly characters. Sniveling bastards, backstabbing Starscreams, all that shit is cool. But playing a pussy that doesn't want to engage with the dangers of the world at all feels like a player choice, not a character choice.

    • 3 weeks ago
      Anonymous

      Most archetypes are fine. The problems come when the whole party tries to do the same one. It can be fun to bring people down from the risky plan ledge, but someone has to go up there in the first place.

  17. 3 weeks ago
    Anonymous

    i wouldn´t say i play like i have a deathwish but i start shit. one of our partymembers constantly gives me shit for it and always plays characters that just stand there and follow along. once in a while the GM gives her little sidequests so she does anything at all.

  18. 3 weeks ago
    Anonymous

    I play my PCs like a mad scientist. I get these harebrained schemes about throwing disparate resources or characters together in order to solve a problem, and half the time they even work, and half the time they blow up spectacularly.

    I have said to my group, "I'm very bad at keeping the party alive."
    To which my DM replied, "But you're very good at creating events for me to carry the story along."

  19. 3 weeks ago
    Anonymous

    Based.

    I too play my characters as men who value courage over life.

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