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<blockquote data-quote="niklinna" data-source="post: 8675154" data-attributes="member: 71235"><p>I experienced a similar thing early in my limited convention-going. I was in a World War 2 horror game with soldier characters, playing the only non-soldier (there was also a German prisoner). Folks picked their characters, and a couple people at the table groaned when a certain player picked the ranking officer. Later, we were investigating a mysterious house behind enemy lines with a village nearby, and all clues pointed to us needing to go to the village. But this player of the officer decided to hunker down in the house and <em>wait for help</em>, and somebody else who'd been in the military actually backed him up because "that's what you would do".</p><p></p><p>This standoff lasted nearly an hour, and the GM finally said, look, I had to prepare a game, and the game is in the village, so would you please just go there? Nope, they dug in their heels. The rest of us were so frustrated. The GM had to cheese something involving the town being behind German lines so they didn't recognize the authority of the commanding officer, I don't remember how exactly it got us going again, but the GM had to cut out a whole middle scene for time constraints due to the delay and then the ending didn't make as much sense as it might have.</p><p></p><p>I learned from this to always run with the premise, especially at con games/one-shots, and also to be very wary of con games 'cause you don't know who you'll be playing with. If I get the chance, I try to pick a character who's going to have some amount of sway, and I try to set an obvious example of engaging with the premise. It only takes one player to derail a scenario—and you had a whole group doing that!</p><p></p><p>To consider your specific problem, did you give the players an overt incentive to help the guy, other than charity? Did he offer them a reward, or something like that? Even that isn't necessarily a motivator of course because it's a one-shot. This might be why earlier convention games were scored and run as competitions!</p><p></p><p>The player who was gonna ditch and steal the horses, though, that's just flat uncool. I hope the other players dealt with them appropriately.</p></blockquote><p></p>
[QUOTE="niklinna, post: 8675154, member: 71235"] I experienced a similar thing early in my limited convention-going. I was in a World War 2 horror game with soldier characters, playing the only non-soldier (there was also a German prisoner). Folks picked their characters, and a couple people at the table groaned when a certain player picked the ranking officer. Later, we were investigating a mysterious house behind enemy lines with a village nearby, and all clues pointed to us needing to go to the village. But this player of the officer decided to hunker down in the house and [I]wait for help[/I], and somebody else who'd been in the military actually backed him up because "that's what you would do". This standoff lasted nearly an hour, and the GM finally said, look, I had to prepare a game, and the game is in the village, so would you please just go there? Nope, they dug in their heels. The rest of us were so frustrated. The GM had to cheese something involving the town being behind German lines so they didn't recognize the authority of the commanding officer, I don't remember how exactly it got us going again, but the GM had to cut out a whole middle scene for time constraints due to the delay and then the ending didn't make as much sense as it might have. I learned from this to always run with the premise, especially at con games/one-shots, and also to be very wary of con games 'cause you don't know who you'll be playing with. If I get the chance, I try to pick a character who's going to have some amount of sway, and I try to set an obvious example of engaging with the premise. It only takes one player to derail a scenario—and you had a whole group doing that! To consider your specific problem, did you give the players an overt incentive to help the guy, other than charity? Did he offer them a reward, or something like that? Even that isn't necessarily a motivator of course because it's a one-shot. This might be why earlier convention games were scored and run as competitions! The player who was gonna ditch and steal the horses, though, that's just flat uncool. I hope the other players dealt with them appropriately. [/QUOTE]
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