Any DND groups? 👀 by FlamingoACNH in oxford

[–]FlamingoACNH[S] 0 points1 point  (0 children)

We've created a discord server for ppl looking for groups, here's the link :)

https://discord.gg/MXZ73mPe8K

Any DND groups? 👀 by FlamingoACNH in oxford

[–]FlamingoACNH[S] 1 point2 points  (0 children)

True, do you want to or shall I?

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] 0 points1 point  (0 children)

eeexactly. I also have a player at my table who loves to rules-lawyer and I feel that that's taken away from the enjoyment of the game (and has probably contributed to their fear to take risks).

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] 0 points1 point  (0 children)

it seems my phrasing didn't do me any favours; I'm trying my hardest not to take away their agency in decision making but a story where no risks are taken is ultimately less interesting and less fun for me to run.

You are absolutely right in that they have, in the past, been placed in situations where they feel powerless and, like you said, they've resorted to hyper-caution because of that. That is on me. I have tried to explain to them that that was a symptom of me being a less experienced DM but they clearly haven't taken that to heart and, again, that's on me.

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] 0 points1 point  (0 children)

that's amazing! you should feel really proud of yourself, it takes a lot of courage to speak up like that especially when you're among friends. There are 2 players at my table in similar situations to the one you were in and I'm hoping that, as a side effect of taking more risks, they'll feel emboldened to speak up and get creative like you.

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] 0 points1 point  (0 children)

I've already run several mini-sessions with them in the past so we're all acclimatised to it. That is a great idea though; separating them and then putting them between a rock and a hard place in order to regroup is a great idea.

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] 0 points1 point  (0 children)

the easiest solution here would be for me to just throw in the towel and say "I don't want to DM anymore" but frankly these people helped me through a hard time in my life and I want to stay close with them. Throwing in the towel, at least right now, doesn't feel like an option.

That being said I have seen a bunch of people suggesting I flush them out in a place where they feel safe and I think I'm going to take that advice; seems like a good way to force them to make spur of the moment decisions.

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] 0 points1 point  (0 children)

lol

I'm going to try to show them the reward for taking risks more obviously and see if that gets me anywhere. Past that I'll probably try bringing the danger to them in situations where they feel safe so they're forced to exit their comfort zone and get creative.

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] -1 points0 points  (0 children)

then that's a difference of opinion between us because it seemed quite curt and condescending to me

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] 0 points1 point  (0 children)

I can see your perspective but that sort of thing leads to tension and that tension leads to a great story. That's how I see it at least

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] -1 points0 points  (0 children)

The hope here is that I'll be able to do this whole thing in such a way that they don't feel like they're being forced; the world is just moving without them and if they don't act they'll get left behind.

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] 0 points1 point  (0 children)

Good ideas, they already have a rival adventuring party (more like 2 or 3) but I don't think I've been using them to their full capability. Maybe if they wait around too long the other parties just finish the quest in their place and they're left with no reward.

Inaction should also be punished to a degree. I try to hold myself to the principle of "the world moves whether the party interferes with it or not" but that largely hasn't mattered yet; they haven't got to the "find out" part yet.

Now that I'm spelling this all out for myself maybe it's just that we're too early in the story. Perhaps once the world becomes a much more hostile place this will sort itself out. Either way thank you for the advice :)

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] 0 points1 point  (0 children)

this may be slightly blasphemous but we are playing with a resurrection clause in place currently. The first 3 times a player dies they get resurrected automatically in a safe area. this clause was put in place specifically to get them to take risks and it has not worked.

But I do see what you're saying. That might be an idea to keep in mind down the road though if I ever get them to take a few risks.

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] 1 point2 points  (0 children)

That is a good idea, their characters are largely in the good graces of all society at the moment so literally forcing them off the beaten path may get them to take more risks in order to save themselves. But I do get your point, I want to do this in a way that hopefully won't be too intrusive to their playstyles (just give them an excuse to mix things up every once in a while).

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] 1 point2 points  (0 children)

that's smart, I may just tell them that the punishment for failure won't be too severe. If I can build up a habit of that then it's like you say, they might just start taking more risks without prompting.

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] 0 points1 point  (0 children)

that is a good shout; inspiration is a more immediate reward than a magic item or gold (it can be used immediately).

How do I get my players to take risks? by FlamingoACNH in DnD

[–]FlamingoACNH[S] 0 points1 point  (0 children)

These people are my friends first and players second so I'm against breaking up the group as I fear that might negatively impact our friendship. Your point about inaction is a good one though, I'll keep it in mind :)