PC and monster weaknesses are very easy to look up and apply, but finding out what the actual people at the table will fall for is a lot harder, so what have you noticed your players always get pulled in by?

  • PointAndClique [they/them]
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    edit-2
    7 months ago

    Yeah I reflected a bit, I guess it's hard to understand which are my player preferences that I've built into my PC, and what I reveal beyond that. So for example, I find it frustrating when co-players refuse to take the plot bait, and overintelectualise their decisions to play 'against' the GM. So the characters I play tend to be, similar to how you mentioned, naive or impulsive so I can make the rash decisions to keep the plot moving.

    I'm also aware of talking too much or holding the spotlight too long or too often. If I have a 'big' moment I'll often just stay low key and give minimal input for a good while/the rest of the session so others can take focus. I wouldn't mind if my GMs recognised this and played to it (challenge it), like it could force both me and my character into scenarios where I would instinctively back off. If they played around it (accommodate it), they could set my character up with an in-world mystery to mull over in the background which explains why I'm taking a back seat.