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Adjusting the "Adventurer Mentality" to non-D&D Settingd

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HappyDaze:
Has anyone else found that some players have a hard time adjusting their expectations for (primarily fantasy) non-D&D settings? Regardless of the specifics of the game world, they approach it like D&D adventurers.

This has happened with several of my players in two different groups. I'm games ranging from Exalted (1e) through WFRP (2e) and on to Modiphius 2d20 Conan and most recently with Soulbound. In every case, they didn't seem to care much for the nuances of the settings and just made characters like they were playing D&D. Of course, when we discussed it, they didn't want to play D&D, so...  ???

I find it particularly noteworthy that this seems to happen more with settings that have a lot of details that the players don't want to be bothered to learn. Most of them will learn the rules enough to get by, but with settings, they seem unwilling to bite into (and with most modern D&D settings, it doesn't seem to matter all that much). The settings I've seen them bite into most are those they know from licensed media (Star Wars, Star Trek, Buffy/Angel long ago). Even now, a few are itching to do Fallout 2d20 because of hundreds of hours of playing the video games.

Anyone else having similar issues? Any suggestions on how to get them to buy into non-D&D "Adventurer" fantasy?

Shrieking Banshee:

--- Quote from: HappyDaze on September 18, 2021, 02:44:15 PM ---Anyone else having similar issues? Any suggestions on how to get them to buy into non-D&D "Adventurer" fantasy?

--- End quote ---
Your players may just not be very 'lorey' kind. I know that in my games some players bit and learn world details (and work off of them) and others just pilot a massive mech to smash things.

In such a case it may be advantagous to get a 'leader' for the more passive (or again more actioney) PCs. Who might like somebody else doing the gruntwork of world exploration, and then tells them when its time to smash.

Eric Diaz:
 Most of my players do not care about setting unless it has direct influence. For example, important NPCs, etc. They will remember a rival family if someone from that family interacts with them. They'll remember factions fi they are part of a relevant faction. Etc.

LiferGamer:
Eric has the right of it; remind them WHEN and WHERE they are - if they're in the middle of a war-torn third world country pre-satellite/internet, then sure, they can still behave basically like murder hobos. 

Even in a D&D game, if they're in the middle of fantasy Rome at its height, and make the wrong people upset, they will find themselves fined, harassed, poisoned and inconvenienced at every turn.  Then the assassins come.  And then they find out that they broke the law defending themselves.  Repeat as needed, and at the correct intensity for their 'sins'.

Most players just need to have every innkeeper and merchant in town charge them double or turn them away to start to get the hint.

therealjcm:
Comic book superhero games naturally trained me and my gaming group (all of us obnoxious teenagers who had previously mostly played murder-hobos) that it could be fun to behave according to genre logic, not mercenary adventurer logic.

At this point everyone knows the Avengers or some other set of superheroes. If you play a superhero game you can remind any players who fall back on acting like mercenary adventurers that they need to follow comic book logic in their their behavior. The lesson should hopefully carry over to historical games or other genre re-recreations.

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