Dealing with Hack 'n Slashers, Making players think |
Dealing with Hack 'n Slashers, Making players think |
Jul 17 2009, 09:20 PM
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Target Group: Members Posts: 9 Joined: 28-May 09 Member No.: 17,216 |
Hi All,
I'm running a SR4 campaign with a bunch of players who's default response to a situation is to hit it with a big stick. While I haven't got a problem with this tactic, as we're all there to have fun, I have noticed that a couple of more 'matured' players and myself are not getting the same fulfillment out of the missions. The alternative is that I throw runs at the team which involve a bit more thinking, but them the team stop thinking and practically need to be walked through the scenarios. I ended up in a situation where the group spent about 5 hours planning a run that was meant to take 2. I have asked some of the players for their advice as I felt that I was making the runs too complicated, but individually they perfectly understand the mission and what to do. So I'm looking for some advice on getting players to think in a game setting, and working more in a group setting. Anything that I could try would be good, as I think beating up everything in range is going to get old. Fast. |
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