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So the new (and experimental!) technique that I'm going to be trying is a variant on Kickers. The questions I ask my players:
<ul>
<li>What was your character trying to achieve before the story started?
<li>Why do they, as a person, uniquely need to achieve this?
<li>How did it go wrong?
</ul>
Okay, these people are straight up cheating.
Both of them skipped the third step. "Well, it went pretty well, but then there were consequences, so now I want to play someone who has no particular drive to do anything except avoid those consequences. And they're pretty easy to avoid, because I wouldn't want it to be, y'know, hard."
Feh. Tell them to start right the hell over, and this time to listen to the instructions. The vengeful character is unable to kill his targets. Why? The priest is unable to leave the service of the temple and while in that service he cannot hear the Tao. Why can't he leave (or, alternately, why can't he listen if he stays)?
EDIT: Oh, and Will even cheated on step #2. He wants to solve the strife of the world? Take a freakin' number. Why does he, uniquely need to do this? Why will he stick with it even when he's thwarted, rather than leave the job to someone else?
Oh, and I'm totally psyched that you're using this! Thanks!
Will is softballing you because you gave him the easy out (and also, perhaps, because he's used to winning his points by being passive aggressive). "You had to leave the Temple" is his character succeeding. You've given him the inch, now he's asking for the mile.
Say "Your character cannot hear the Tao. This thing he wants? He can't have it. Why is that, do you think?"
People believe that such character tension will only be used to reduce their agency as a player.
Player: I leap up! "How dare you accost this young woman!" I draw steel, prepared to run the varlet through.
GM: Just then he sweeps back his hood. It is Count Blackinsop, the only man who knows the secret of where your sister has disappeared to. "I'll be only too pleased to meet you in battle!" So now you have to back away from your own challenge. Unless, of course, you want to discard that entire story-line?
Player: (gritting teeth) No. My sister is more important ... you asshole.
The idea that character weaknesses could lead to more agency for the player is pretty darn foreign to a lot of gamers. They've never seen it done, but they've seen plenty of the opposite.
So that it can't be bent against them by cruel or vindictive GMs, right?1 to 40 of 40