So...I'm running a large group (7-9 people), and I've discovered that they HATE using diplomacy. As in, they have at least two loose cannons who they need to keep on a leash at all times in civilized society, and the rest of them aren't particularly passionate about talking either. Problem is, they're currently roleplaying representatives of a rebel force, and they need to recruit allies...so diplomacy will be needed in the future. Should I switch their roles in the resistance so that they're primarily a fighting group? Are there any suggestions on how to get them to do a little less "hit first, talk never"?
Well, IF I really wanted to have a chat about being nice to prospective allies and do it within the game...
I would have one of the allies trap them during a meeting, specially constructed room with antimagic field etc..., and have the ally explain why its nicer to talk to people you want help from than it is to "hit first, talk never".
Otherwise I'd either roll with their style tweaking my plans as necessary, or chat outside the game.
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Perpetually annoyed that Eldritch Knights can't use Eldritch Blast, Eldritch Smite, and Eldritch Sight.
Talk to them, let them know this is the job the Have/ Signed up for/ Agreed to. If they want to not be very heavy in the Role Playing then they can ask if they can change groups.
Now if they are just out to become Murder Hobos and it becomes a problem you might have to do something drastic. One idea is have the loose cannons be arrested and put in jail, if that doesn't work work you go the next extreme.
Not everyone has to do the same thing. That’s why adventuring happens in teams. Those PCs may not have to be there when the diplomacy takes place - if nothing else, someone should be keeping guard.
You could intentionally place them in a situation where their inability to handle diplomacy could further the story. For example, if they had to recruit some allies and it went south and they ended up killing them, perhaps their faction would now be a new enemy of the rebels, and the rebel leaders would put the players on "probation". Or, you could put them in a situation where they were 'forced' to be diplomatic. Say a friendly NPC is held hostage, or they could get a really useful item out of it.
I guess it also depends on what kind of game you're running. If it's more freeform, it might be a dramatic turn for the players to become enemies of the rebellion as well. But if the story depends on them staying in the rebellion, you'll need to think of situations where they need to talk instead of fight. Maybe they meet the other group in a locked room where they have to leave all their weapons outside, or a member of the other group is actually related to one of the players. Things like that could ease the players into wanting to do a bit more roleplaying.
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So...I'm running a large group (7-9 people), and I've discovered that they HATE using diplomacy. As in, they have at least two loose cannons who they need to keep on a leash at all times in civilized society, and the rest of them aren't particularly passionate about talking either. Problem is, they're currently roleplaying representatives of a rebel force, and they need to recruit allies...so diplomacy will be needed in the future. Should I switch their roles in the resistance so that they're primarily a fighting group? Are there any suggestions on how to get them to do a little less "hit first, talk never"?
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Well, IF I really wanted to have a chat about being nice to prospective allies and do it within the game...
I would have one of the allies trap them during a meeting, specially constructed room with antimagic field etc..., and have the ally explain why its nicer to talk to people you want help from than it is to "hit first, talk never".
Otherwise I'd either roll with their style tweaking my plans as necessary, or chat outside the game.
Perpetually annoyed that Eldritch Knights can't use Eldritch Blast, Eldritch Smite, and Eldritch Sight.
Talk to them, let them know this is the job the Have/ Signed up for/ Agreed to. If they want to not be very heavy in the Role Playing then they can ask if they can change groups.
Now if they are just out to become Murder Hobos and it becomes a problem you might have to do something drastic. One idea is have the loose cannons be arrested and put in jail, if that doesn't work work you go the next extreme.
Not everyone has to do the same thing. That’s why adventuring happens in teams. Those PCs may not have to be there when the diplomacy takes place - if nothing else, someone should be keeping guard.
You could intentionally place them in a situation where their inability to handle diplomacy could further the story. For example, if they had to recruit some allies and it went south and they ended up killing them, perhaps their faction would now be a new enemy of the rebels, and the rebel leaders would put the players on "probation". Or, you could put them in a situation where they were 'forced' to be diplomatic. Say a friendly NPC is held hostage, or they could get a really useful item out of it.
I guess it also depends on what kind of game you're running. If it's more freeform, it might be a dramatic turn for the players to become enemies of the rebellion as well. But if the story depends on them staying in the rebellion, you'll need to think of situations where they need to talk instead of fight. Maybe they meet the other group in a locked room where they have to leave all their weapons outside, or a member of the other group is actually related to one of the players. Things like that could ease the players into wanting to do a bit more roleplaying.