How to make players settle differences IC
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I am currently running a game of Dungeon World as a first-time GM.
In my party of 5 players, there is a barbarian, who always rushes in to fight head-on, and also behaves very aggressively towards anything and anybody. He does a great job at roleplaying in character and IMO adds a lot to the fun we are having, as most of our players are first-timers, too. But on the other hand, we have a peaceful paladin and an also peace-loving druid, both would like to settle things differently. They are already so annoyed that they started plotting against him to lock him away and make him pause the game for a while, as they are also annoyed by him OOC.
I would really like to see them have some IC dialog to settle things, because until now the only dialog IC happened on the few decisions they had to make. Especially the first time players are still getting used to roleplaying, and the barbarian (who is more experienced) helps a lot, so i wouldn't like him to be locked away or even killed.
TL;DR: Are there any good practices for encouraging IC discussion and dialog?
Note: We are now 3 evenings into the game, so its still pretty early and most of them are still getting used to playing. I wouldn't want it to end because of stuff like that, because they haven't even seen anything yet and it was a lot of fun so far.
gm-techniques dungeon-world group-dynamics social
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up vote
3
down vote
favorite
I am currently running a game of Dungeon World as a first-time GM.
In my party of 5 players, there is a barbarian, who always rushes in to fight head-on, and also behaves very aggressively towards anything and anybody. He does a great job at roleplaying in character and IMO adds a lot to the fun we are having, as most of our players are first-timers, too. But on the other hand, we have a peaceful paladin and an also peace-loving druid, both would like to settle things differently. They are already so annoyed that they started plotting against him to lock him away and make him pause the game for a while, as they are also annoyed by him OOC.
I would really like to see them have some IC dialog to settle things, because until now the only dialog IC happened on the few decisions they had to make. Especially the first time players are still getting used to roleplaying, and the barbarian (who is more experienced) helps a lot, so i wouldn't like him to be locked away or even killed.
TL;DR: Are there any good practices for encouraging IC discussion and dialog?
Note: We are now 3 evenings into the game, so its still pretty early and most of them are still getting used to playing. I wouldn't want it to end because of stuff like that, because they haven't even seen anything yet and it was a lot of fun so far.
gm-techniques dungeon-world group-dynamics social
New contributor
Welcome to the site! Take the tour! I would recommend adding a system tag indicating what game you're playing. I know the problem seems like it would apply broadly, but there are some systems which have a built-in conflict resolution system that would be appropriate, and other systems where plotting against each other is encouraged, so answers appropriate to some systems would be very inappropriate in others. Thank you for participating and have fun.
â Kamil Drakari
49 mins ago
1
Since you're playing dungeon world, I've given this that game's tag.
â doppelspookerâ¦
45 mins ago
add a comment |Â
up vote
3
down vote
favorite
up vote
3
down vote
favorite
I am currently running a game of Dungeon World as a first-time GM.
In my party of 5 players, there is a barbarian, who always rushes in to fight head-on, and also behaves very aggressively towards anything and anybody. He does a great job at roleplaying in character and IMO adds a lot to the fun we are having, as most of our players are first-timers, too. But on the other hand, we have a peaceful paladin and an also peace-loving druid, both would like to settle things differently. They are already so annoyed that they started plotting against him to lock him away and make him pause the game for a while, as they are also annoyed by him OOC.
I would really like to see them have some IC dialog to settle things, because until now the only dialog IC happened on the few decisions they had to make. Especially the first time players are still getting used to roleplaying, and the barbarian (who is more experienced) helps a lot, so i wouldn't like him to be locked away or even killed.
TL;DR: Are there any good practices for encouraging IC discussion and dialog?
Note: We are now 3 evenings into the game, so its still pretty early and most of them are still getting used to playing. I wouldn't want it to end because of stuff like that, because they haven't even seen anything yet and it was a lot of fun so far.
gm-techniques dungeon-world group-dynamics social
New contributor
I am currently running a game of Dungeon World as a first-time GM.
In my party of 5 players, there is a barbarian, who always rushes in to fight head-on, and also behaves very aggressively towards anything and anybody. He does a great job at roleplaying in character and IMO adds a lot to the fun we are having, as most of our players are first-timers, too. But on the other hand, we have a peaceful paladin and an also peace-loving druid, both would like to settle things differently. They are already so annoyed that they started plotting against him to lock him away and make him pause the game for a while, as they are also annoyed by him OOC.
I would really like to see them have some IC dialog to settle things, because until now the only dialog IC happened on the few decisions they had to make. Especially the first time players are still getting used to roleplaying, and the barbarian (who is more experienced) helps a lot, so i wouldn't like him to be locked away or even killed.
TL;DR: Are there any good practices for encouraging IC discussion and dialog?
Note: We are now 3 evenings into the game, so its still pretty early and most of them are still getting used to playing. I wouldn't want it to end because of stuff like that, because they haven't even seen anything yet and it was a lot of fun so far.
gm-techniques dungeon-world group-dynamics social
gm-techniques dungeon-world group-dynamics social
New contributor
New contributor
edited 45 mins ago
doppelspookerâ¦
31.4k11134223
31.4k11134223
New contributor
asked 1 hour ago
WhiteMaple
1184
1184
New contributor
New contributor
Welcome to the site! Take the tour! I would recommend adding a system tag indicating what game you're playing. I know the problem seems like it would apply broadly, but there are some systems which have a built-in conflict resolution system that would be appropriate, and other systems where plotting against each other is encouraged, so answers appropriate to some systems would be very inappropriate in others. Thank you for participating and have fun.
â Kamil Drakari
49 mins ago
1
Since you're playing dungeon world, I've given this that game's tag.
â doppelspookerâ¦
45 mins ago
add a comment |Â
Welcome to the site! Take the tour! I would recommend adding a system tag indicating what game you're playing. I know the problem seems like it would apply broadly, but there are some systems which have a built-in conflict resolution system that would be appropriate, and other systems where plotting against each other is encouraged, so answers appropriate to some systems would be very inappropriate in others. Thank you for participating and have fun.
â Kamil Drakari
49 mins ago
1
Since you're playing dungeon world, I've given this that game's tag.
â doppelspookerâ¦
45 mins ago
Welcome to the site! Take the tour! I would recommend adding a system tag indicating what game you're playing. I know the problem seems like it would apply broadly, but there are some systems which have a built-in conflict resolution system that would be appropriate, and other systems where plotting against each other is encouraged, so answers appropriate to some systems would be very inappropriate in others. Thank you for participating and have fun.
â Kamil Drakari
49 mins ago
Welcome to the site! Take the tour! I would recommend adding a system tag indicating what game you're playing. I know the problem seems like it would apply broadly, but there are some systems which have a built-in conflict resolution system that would be appropriate, and other systems where plotting against each other is encouraged, so answers appropriate to some systems would be very inappropriate in others. Thank you for participating and have fun.
â Kamil Drakari
49 mins ago
1
1
Since you're playing dungeon world, I've given this that game's tag.
â doppelspookerâ¦
45 mins ago
Since you're playing dungeon world, I've given this that game's tag.
â doppelspookerâ¦
45 mins ago
add a comment |Â
2 Answers
2
active
oldest
votes
up vote
3
down vote
accepted
IC actions proceed from OOC attitudes
It seems that your Barbarian player is playing one style of game, but the other two want to play another. Honestly, your first step is to get everyone on the same page regarding what type of game this is. From the sound of it, your Barbarian player wants a hack-and-slash adventure, and your other two want more of a social or cleverness-based game. Both styles are fine, but the important thing is that everyone is playing based on the same core assumptions, and that is an OOC function first.
Did you run a 'Game 0' where you agreed on a playstyle with your players, created characters designed in backstory to work together, and explicitly agreed on any houserules and conflict resolution strategy? If not, then I suggest pulling the players aside for an OOC session to discuss what you are all looking for. (Even if you did such a game 0, it's not a bad thing to do a pulse check to correct course)
If your Barbarian player is more experienced, then getting him on board with improving the health of the game will be crucial.
Every player says 'what would My Guy do?' but if what "My Guy" would do causes OOC player friction, then it's "My Guy" that needs to bend and adjust to benefit the game, not the rest of the game that needs to bend and adjust to him. The Barbarian could always be eager to rush in, weapons swinging, but it wouldn't hurt the player to give the other two PCs a chance to step in and calm him down sometimes to allow them to use diplomacy or find a clever solution rather than a violent one.
It also wouldn't hurt the other players to step up and IC express their concern for how hair-trigger violent the Barbarian is, and try to temper his temper (so to speak) for his own good, without resorting to a PVP solution and causing OOC drama. As long as the Barbarian can be allowed to cut loose from time to time, maybe when diplomacy fails, or when rage gets the better of him due to taunting or mockery, then everyone can find a balance that works for them.
A Barbarian that 100% of the time can be counted on to flip his $#!* at every opportunity becomes a one trick pony (and can be goaded by enemies into doing something disastrous). It's also frustrating for the other players, and I hope your Barbarian player doesn't want to do that.
I think you're going to have to accept that you need to combine an OOC discussion with an IC solution to the problem without coming down on anyone as 'the bad guy' for trying to have fun.
I like the idea of making the barbarian give the others a canche to calm him down. It's something i can do without telling my players how to play. I will additionally make a Session 0, but out of personal taste i dont want to "tell them how to play". Setting a general direction of the game is a good idea anyways, so i'll do that first. Thank you.
â WhiteMaple
30 mins ago
This answer sounds like you havenâÂÂt played/read the game involved. The answer doesnâÂÂt mention any of the tools Dungeon World already has built-in for such problems, and asking about âÂÂsession zeroâ indicates unfamiliarity with how DW first sessions are designed to work. This would be improved by including the obvious DW GM mechanics that will have to be involved, and rephrasing the first couple of paragraphs to be relevant to a properly-started DW campaign. (Perhaps the campaign involved wasnâÂÂt properly started; an answer should help the GM diagnose that too.)
â SevenSidedDieâ¦
22 mins ago
add a comment |Â
up vote
2
down vote
I believe there was a few other discussions around this site about settling differences between players and the answer is usually quite simple: talk then act.
Especially since you're in the early stages of your game, it's a problem that you can nip in the bud by having a calm and frank OOC talk taking place with the whole group.
Get everyone together and discuss the issue at hand to try and find a solution. And don't forget to chime in as a GM as well, by stating what kind of campaign you're going to run and what you would like to see as well.
Roleplaying is a group effort involving the GM as well, and everyone must find a common ground so that everyone, including the GM is having fun.
As with most things: 'Communication is key.'
This could be improved by how this can be accomplished while following the GMâÂÂs rules and Principles that Dungeon World requires GMs to follow. In particular, this advice collided with the âÂÂAddress the characters, not playersâ Principle; itâÂÂs not impossible to talk OOC without breaking this rule, but an answer should discuss how to accomplish that and what repercussions it will have on the GMâÂÂs rules later. It may also be worth discussing how to accomplish this using the existing GM mechanics, before itâÂÂs a problem that needs a chat OOC.
â SevenSidedDieâ¦
13 mins ago
I have no knowledge of Dungeon World or it's rules and principle. The question is pretty game-agnostic, and answers that are as game-agnostic would be useful to many people, while answers based solely on the tools provided by the DW might not be as useful for people unfamiliar with this particular game.
â Sava
7 mins ago
add a comment |Â
2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
3
down vote
accepted
IC actions proceed from OOC attitudes
It seems that your Barbarian player is playing one style of game, but the other two want to play another. Honestly, your first step is to get everyone on the same page regarding what type of game this is. From the sound of it, your Barbarian player wants a hack-and-slash adventure, and your other two want more of a social or cleverness-based game. Both styles are fine, but the important thing is that everyone is playing based on the same core assumptions, and that is an OOC function first.
Did you run a 'Game 0' where you agreed on a playstyle with your players, created characters designed in backstory to work together, and explicitly agreed on any houserules and conflict resolution strategy? If not, then I suggest pulling the players aside for an OOC session to discuss what you are all looking for. (Even if you did such a game 0, it's not a bad thing to do a pulse check to correct course)
If your Barbarian player is more experienced, then getting him on board with improving the health of the game will be crucial.
Every player says 'what would My Guy do?' but if what "My Guy" would do causes OOC player friction, then it's "My Guy" that needs to bend and adjust to benefit the game, not the rest of the game that needs to bend and adjust to him. The Barbarian could always be eager to rush in, weapons swinging, but it wouldn't hurt the player to give the other two PCs a chance to step in and calm him down sometimes to allow them to use diplomacy or find a clever solution rather than a violent one.
It also wouldn't hurt the other players to step up and IC express their concern for how hair-trigger violent the Barbarian is, and try to temper his temper (so to speak) for his own good, without resorting to a PVP solution and causing OOC drama. As long as the Barbarian can be allowed to cut loose from time to time, maybe when diplomacy fails, or when rage gets the better of him due to taunting or mockery, then everyone can find a balance that works for them.
A Barbarian that 100% of the time can be counted on to flip his $#!* at every opportunity becomes a one trick pony (and can be goaded by enemies into doing something disastrous). It's also frustrating for the other players, and I hope your Barbarian player doesn't want to do that.
I think you're going to have to accept that you need to combine an OOC discussion with an IC solution to the problem without coming down on anyone as 'the bad guy' for trying to have fun.
I like the idea of making the barbarian give the others a canche to calm him down. It's something i can do without telling my players how to play. I will additionally make a Session 0, but out of personal taste i dont want to "tell them how to play". Setting a general direction of the game is a good idea anyways, so i'll do that first. Thank you.
â WhiteMaple
30 mins ago
This answer sounds like you havenâÂÂt played/read the game involved. The answer doesnâÂÂt mention any of the tools Dungeon World already has built-in for such problems, and asking about âÂÂsession zeroâ indicates unfamiliarity with how DW first sessions are designed to work. This would be improved by including the obvious DW GM mechanics that will have to be involved, and rephrasing the first couple of paragraphs to be relevant to a properly-started DW campaign. (Perhaps the campaign involved wasnâÂÂt properly started; an answer should help the GM diagnose that too.)
â SevenSidedDieâ¦
22 mins ago
add a comment |Â
up vote
3
down vote
accepted
IC actions proceed from OOC attitudes
It seems that your Barbarian player is playing one style of game, but the other two want to play another. Honestly, your first step is to get everyone on the same page regarding what type of game this is. From the sound of it, your Barbarian player wants a hack-and-slash adventure, and your other two want more of a social or cleverness-based game. Both styles are fine, but the important thing is that everyone is playing based on the same core assumptions, and that is an OOC function first.
Did you run a 'Game 0' where you agreed on a playstyle with your players, created characters designed in backstory to work together, and explicitly agreed on any houserules and conflict resolution strategy? If not, then I suggest pulling the players aside for an OOC session to discuss what you are all looking for. (Even if you did such a game 0, it's not a bad thing to do a pulse check to correct course)
If your Barbarian player is more experienced, then getting him on board with improving the health of the game will be crucial.
Every player says 'what would My Guy do?' but if what "My Guy" would do causes OOC player friction, then it's "My Guy" that needs to bend and adjust to benefit the game, not the rest of the game that needs to bend and adjust to him. The Barbarian could always be eager to rush in, weapons swinging, but it wouldn't hurt the player to give the other two PCs a chance to step in and calm him down sometimes to allow them to use diplomacy or find a clever solution rather than a violent one.
It also wouldn't hurt the other players to step up and IC express their concern for how hair-trigger violent the Barbarian is, and try to temper his temper (so to speak) for his own good, without resorting to a PVP solution and causing OOC drama. As long as the Barbarian can be allowed to cut loose from time to time, maybe when diplomacy fails, or when rage gets the better of him due to taunting or mockery, then everyone can find a balance that works for them.
A Barbarian that 100% of the time can be counted on to flip his $#!* at every opportunity becomes a one trick pony (and can be goaded by enemies into doing something disastrous). It's also frustrating for the other players, and I hope your Barbarian player doesn't want to do that.
I think you're going to have to accept that you need to combine an OOC discussion with an IC solution to the problem without coming down on anyone as 'the bad guy' for trying to have fun.
I like the idea of making the barbarian give the others a canche to calm him down. It's something i can do without telling my players how to play. I will additionally make a Session 0, but out of personal taste i dont want to "tell them how to play". Setting a general direction of the game is a good idea anyways, so i'll do that first. Thank you.
â WhiteMaple
30 mins ago
This answer sounds like you havenâÂÂt played/read the game involved. The answer doesnâÂÂt mention any of the tools Dungeon World already has built-in for such problems, and asking about âÂÂsession zeroâ indicates unfamiliarity with how DW first sessions are designed to work. This would be improved by including the obvious DW GM mechanics that will have to be involved, and rephrasing the first couple of paragraphs to be relevant to a properly-started DW campaign. (Perhaps the campaign involved wasnâÂÂt properly started; an answer should help the GM diagnose that too.)
â SevenSidedDieâ¦
22 mins ago
add a comment |Â
up vote
3
down vote
accepted
up vote
3
down vote
accepted
IC actions proceed from OOC attitudes
It seems that your Barbarian player is playing one style of game, but the other two want to play another. Honestly, your first step is to get everyone on the same page regarding what type of game this is. From the sound of it, your Barbarian player wants a hack-and-slash adventure, and your other two want more of a social or cleverness-based game. Both styles are fine, but the important thing is that everyone is playing based on the same core assumptions, and that is an OOC function first.
Did you run a 'Game 0' where you agreed on a playstyle with your players, created characters designed in backstory to work together, and explicitly agreed on any houserules and conflict resolution strategy? If not, then I suggest pulling the players aside for an OOC session to discuss what you are all looking for. (Even if you did such a game 0, it's not a bad thing to do a pulse check to correct course)
If your Barbarian player is more experienced, then getting him on board with improving the health of the game will be crucial.
Every player says 'what would My Guy do?' but if what "My Guy" would do causes OOC player friction, then it's "My Guy" that needs to bend and adjust to benefit the game, not the rest of the game that needs to bend and adjust to him. The Barbarian could always be eager to rush in, weapons swinging, but it wouldn't hurt the player to give the other two PCs a chance to step in and calm him down sometimes to allow them to use diplomacy or find a clever solution rather than a violent one.
It also wouldn't hurt the other players to step up and IC express their concern for how hair-trigger violent the Barbarian is, and try to temper his temper (so to speak) for his own good, without resorting to a PVP solution and causing OOC drama. As long as the Barbarian can be allowed to cut loose from time to time, maybe when diplomacy fails, or when rage gets the better of him due to taunting or mockery, then everyone can find a balance that works for them.
A Barbarian that 100% of the time can be counted on to flip his $#!* at every opportunity becomes a one trick pony (and can be goaded by enemies into doing something disastrous). It's also frustrating for the other players, and I hope your Barbarian player doesn't want to do that.
I think you're going to have to accept that you need to combine an OOC discussion with an IC solution to the problem without coming down on anyone as 'the bad guy' for trying to have fun.
IC actions proceed from OOC attitudes
It seems that your Barbarian player is playing one style of game, but the other two want to play another. Honestly, your first step is to get everyone on the same page regarding what type of game this is. From the sound of it, your Barbarian player wants a hack-and-slash adventure, and your other two want more of a social or cleverness-based game. Both styles are fine, but the important thing is that everyone is playing based on the same core assumptions, and that is an OOC function first.
Did you run a 'Game 0' where you agreed on a playstyle with your players, created characters designed in backstory to work together, and explicitly agreed on any houserules and conflict resolution strategy? If not, then I suggest pulling the players aside for an OOC session to discuss what you are all looking for. (Even if you did such a game 0, it's not a bad thing to do a pulse check to correct course)
If your Barbarian player is more experienced, then getting him on board with improving the health of the game will be crucial.
Every player says 'what would My Guy do?' but if what "My Guy" would do causes OOC player friction, then it's "My Guy" that needs to bend and adjust to benefit the game, not the rest of the game that needs to bend and adjust to him. The Barbarian could always be eager to rush in, weapons swinging, but it wouldn't hurt the player to give the other two PCs a chance to step in and calm him down sometimes to allow them to use diplomacy or find a clever solution rather than a violent one.
It also wouldn't hurt the other players to step up and IC express their concern for how hair-trigger violent the Barbarian is, and try to temper his temper (so to speak) for his own good, without resorting to a PVP solution and causing OOC drama. As long as the Barbarian can be allowed to cut loose from time to time, maybe when diplomacy fails, or when rage gets the better of him due to taunting or mockery, then everyone can find a balance that works for them.
A Barbarian that 100% of the time can be counted on to flip his $#!* at every opportunity becomes a one trick pony (and can be goaded by enemies into doing something disastrous). It's also frustrating for the other players, and I hope your Barbarian player doesn't want to do that.
I think you're going to have to accept that you need to combine an OOC discussion with an IC solution to the problem without coming down on anyone as 'the bad guy' for trying to have fun.
edited 35 mins ago
answered 49 mins ago
MarkTO
46510
46510
I like the idea of making the barbarian give the others a canche to calm him down. It's something i can do without telling my players how to play. I will additionally make a Session 0, but out of personal taste i dont want to "tell them how to play". Setting a general direction of the game is a good idea anyways, so i'll do that first. Thank you.
â WhiteMaple
30 mins ago
This answer sounds like you havenâÂÂt played/read the game involved. The answer doesnâÂÂt mention any of the tools Dungeon World already has built-in for such problems, and asking about âÂÂsession zeroâ indicates unfamiliarity with how DW first sessions are designed to work. This would be improved by including the obvious DW GM mechanics that will have to be involved, and rephrasing the first couple of paragraphs to be relevant to a properly-started DW campaign. (Perhaps the campaign involved wasnâÂÂt properly started; an answer should help the GM diagnose that too.)
â SevenSidedDieâ¦
22 mins ago
add a comment |Â
I like the idea of making the barbarian give the others a canche to calm him down. It's something i can do without telling my players how to play. I will additionally make a Session 0, but out of personal taste i dont want to "tell them how to play". Setting a general direction of the game is a good idea anyways, so i'll do that first. Thank you.
â WhiteMaple
30 mins ago
This answer sounds like you havenâÂÂt played/read the game involved. The answer doesnâÂÂt mention any of the tools Dungeon World already has built-in for such problems, and asking about âÂÂsession zeroâ indicates unfamiliarity with how DW first sessions are designed to work. This would be improved by including the obvious DW GM mechanics that will have to be involved, and rephrasing the first couple of paragraphs to be relevant to a properly-started DW campaign. (Perhaps the campaign involved wasnâÂÂt properly started; an answer should help the GM diagnose that too.)
â SevenSidedDieâ¦
22 mins ago
I like the idea of making the barbarian give the others a canche to calm him down. It's something i can do without telling my players how to play. I will additionally make a Session 0, but out of personal taste i dont want to "tell them how to play". Setting a general direction of the game is a good idea anyways, so i'll do that first. Thank you.
â WhiteMaple
30 mins ago
I like the idea of making the barbarian give the others a canche to calm him down. It's something i can do without telling my players how to play. I will additionally make a Session 0, but out of personal taste i dont want to "tell them how to play". Setting a general direction of the game is a good idea anyways, so i'll do that first. Thank you.
â WhiteMaple
30 mins ago
This answer sounds like you havenâÂÂt played/read the game involved. The answer doesnâÂÂt mention any of the tools Dungeon World already has built-in for such problems, and asking about âÂÂsession zeroâ indicates unfamiliarity with how DW first sessions are designed to work. This would be improved by including the obvious DW GM mechanics that will have to be involved, and rephrasing the first couple of paragraphs to be relevant to a properly-started DW campaign. (Perhaps the campaign involved wasnâÂÂt properly started; an answer should help the GM diagnose that too.)
â SevenSidedDieâ¦
22 mins ago
This answer sounds like you havenâÂÂt played/read the game involved. The answer doesnâÂÂt mention any of the tools Dungeon World already has built-in for such problems, and asking about âÂÂsession zeroâ indicates unfamiliarity with how DW first sessions are designed to work. This would be improved by including the obvious DW GM mechanics that will have to be involved, and rephrasing the first couple of paragraphs to be relevant to a properly-started DW campaign. (Perhaps the campaign involved wasnâÂÂt properly started; an answer should help the GM diagnose that too.)
â SevenSidedDieâ¦
22 mins ago
add a comment |Â
up vote
2
down vote
I believe there was a few other discussions around this site about settling differences between players and the answer is usually quite simple: talk then act.
Especially since you're in the early stages of your game, it's a problem that you can nip in the bud by having a calm and frank OOC talk taking place with the whole group.
Get everyone together and discuss the issue at hand to try and find a solution. And don't forget to chime in as a GM as well, by stating what kind of campaign you're going to run and what you would like to see as well.
Roleplaying is a group effort involving the GM as well, and everyone must find a common ground so that everyone, including the GM is having fun.
As with most things: 'Communication is key.'
This could be improved by how this can be accomplished while following the GMâÂÂs rules and Principles that Dungeon World requires GMs to follow. In particular, this advice collided with the âÂÂAddress the characters, not playersâ Principle; itâÂÂs not impossible to talk OOC without breaking this rule, but an answer should discuss how to accomplish that and what repercussions it will have on the GMâÂÂs rules later. It may also be worth discussing how to accomplish this using the existing GM mechanics, before itâÂÂs a problem that needs a chat OOC.
â SevenSidedDieâ¦
13 mins ago
I have no knowledge of Dungeon World or it's rules and principle. The question is pretty game-agnostic, and answers that are as game-agnostic would be useful to many people, while answers based solely on the tools provided by the DW might not be as useful for people unfamiliar with this particular game.
â Sava
7 mins ago
add a comment |Â
up vote
2
down vote
I believe there was a few other discussions around this site about settling differences between players and the answer is usually quite simple: talk then act.
Especially since you're in the early stages of your game, it's a problem that you can nip in the bud by having a calm and frank OOC talk taking place with the whole group.
Get everyone together and discuss the issue at hand to try and find a solution. And don't forget to chime in as a GM as well, by stating what kind of campaign you're going to run and what you would like to see as well.
Roleplaying is a group effort involving the GM as well, and everyone must find a common ground so that everyone, including the GM is having fun.
As with most things: 'Communication is key.'
This could be improved by how this can be accomplished while following the GMâÂÂs rules and Principles that Dungeon World requires GMs to follow. In particular, this advice collided with the âÂÂAddress the characters, not playersâ Principle; itâÂÂs not impossible to talk OOC without breaking this rule, but an answer should discuss how to accomplish that and what repercussions it will have on the GMâÂÂs rules later. It may also be worth discussing how to accomplish this using the existing GM mechanics, before itâÂÂs a problem that needs a chat OOC.
â SevenSidedDieâ¦
13 mins ago
I have no knowledge of Dungeon World or it's rules and principle. The question is pretty game-agnostic, and answers that are as game-agnostic would be useful to many people, while answers based solely on the tools provided by the DW might not be as useful for people unfamiliar with this particular game.
â Sava
7 mins ago
add a comment |Â
up vote
2
down vote
up vote
2
down vote
I believe there was a few other discussions around this site about settling differences between players and the answer is usually quite simple: talk then act.
Especially since you're in the early stages of your game, it's a problem that you can nip in the bud by having a calm and frank OOC talk taking place with the whole group.
Get everyone together and discuss the issue at hand to try and find a solution. And don't forget to chime in as a GM as well, by stating what kind of campaign you're going to run and what you would like to see as well.
Roleplaying is a group effort involving the GM as well, and everyone must find a common ground so that everyone, including the GM is having fun.
As with most things: 'Communication is key.'
I believe there was a few other discussions around this site about settling differences between players and the answer is usually quite simple: talk then act.
Especially since you're in the early stages of your game, it's a problem that you can nip in the bud by having a calm and frank OOC talk taking place with the whole group.
Get everyone together and discuss the issue at hand to try and find a solution. And don't forget to chime in as a GM as well, by stating what kind of campaign you're going to run and what you would like to see as well.
Roleplaying is a group effort involving the GM as well, and everyone must find a common ground so that everyone, including the GM is having fun.
As with most things: 'Communication is key.'
answered 43 mins ago
Sava
8091414
8091414
This could be improved by how this can be accomplished while following the GMâÂÂs rules and Principles that Dungeon World requires GMs to follow. In particular, this advice collided with the âÂÂAddress the characters, not playersâ Principle; itâÂÂs not impossible to talk OOC without breaking this rule, but an answer should discuss how to accomplish that and what repercussions it will have on the GMâÂÂs rules later. It may also be worth discussing how to accomplish this using the existing GM mechanics, before itâÂÂs a problem that needs a chat OOC.
â SevenSidedDieâ¦
13 mins ago
I have no knowledge of Dungeon World or it's rules and principle. The question is pretty game-agnostic, and answers that are as game-agnostic would be useful to many people, while answers based solely on the tools provided by the DW might not be as useful for people unfamiliar with this particular game.
â Sava
7 mins ago
add a comment |Â
This could be improved by how this can be accomplished while following the GMâÂÂs rules and Principles that Dungeon World requires GMs to follow. In particular, this advice collided with the âÂÂAddress the characters, not playersâ Principle; itâÂÂs not impossible to talk OOC without breaking this rule, but an answer should discuss how to accomplish that and what repercussions it will have on the GMâÂÂs rules later. It may also be worth discussing how to accomplish this using the existing GM mechanics, before itâÂÂs a problem that needs a chat OOC.
â SevenSidedDieâ¦
13 mins ago
I have no knowledge of Dungeon World or it's rules and principle. The question is pretty game-agnostic, and answers that are as game-agnostic would be useful to many people, while answers based solely on the tools provided by the DW might not be as useful for people unfamiliar with this particular game.
â Sava
7 mins ago
This could be improved by how this can be accomplished while following the GMâÂÂs rules and Principles that Dungeon World requires GMs to follow. In particular, this advice collided with the âÂÂAddress the characters, not playersâ Principle; itâÂÂs not impossible to talk OOC without breaking this rule, but an answer should discuss how to accomplish that and what repercussions it will have on the GMâÂÂs rules later. It may also be worth discussing how to accomplish this using the existing GM mechanics, before itâÂÂs a problem that needs a chat OOC.
â SevenSidedDieâ¦
13 mins ago
This could be improved by how this can be accomplished while following the GMâÂÂs rules and Principles that Dungeon World requires GMs to follow. In particular, this advice collided with the âÂÂAddress the characters, not playersâ Principle; itâÂÂs not impossible to talk OOC without breaking this rule, but an answer should discuss how to accomplish that and what repercussions it will have on the GMâÂÂs rules later. It may also be worth discussing how to accomplish this using the existing GM mechanics, before itâÂÂs a problem that needs a chat OOC.
â SevenSidedDieâ¦
13 mins ago
I have no knowledge of Dungeon World or it's rules and principle. The question is pretty game-agnostic, and answers that are as game-agnostic would be useful to many people, while answers based solely on the tools provided by the DW might not be as useful for people unfamiliar with this particular game.
â Sava
7 mins ago
I have no knowledge of Dungeon World or it's rules and principle. The question is pretty game-agnostic, and answers that are as game-agnostic would be useful to many people, while answers based solely on the tools provided by the DW might not be as useful for people unfamiliar with this particular game.
â Sava
7 mins ago
add a comment |Â
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Welcome to the site! Take the tour! I would recommend adding a system tag indicating what game you're playing. I know the problem seems like it would apply broadly, but there are some systems which have a built-in conflict resolution system that would be appropriate, and other systems where plotting against each other is encouraged, so answers appropriate to some systems would be very inappropriate in others. Thank you for participating and have fun.
â Kamil Drakari
49 mins ago
1
Since you're playing dungeon world, I've given this that game's tag.
â doppelspookerâ¦
45 mins ago