Michael Silverbane
Adventurer
I see a couple of opportunities here that you can use to improve your games...
You might get better reactions from this guy if you can get the other players to act more in character, or if you can get him to interact in a way that allows him to act from a position of power rather than from a position of weakness... Nobody likes to be intimidated into something. They like to be the guy who intimidates other folks. Keep that in mind.
This is a HUGE opportunity that you seem to be passing up... Whoever this player takes an interest in (and you may or may not be able to predict this sort of thing, it doesn't really matter) MAKE them a part of the story. If the player takes an interest in some teenager during your big assassin's guild plot... Make the teenager a part-time messenger for the assassin's guild. If its a fur merchant, make that fur merchant a target.... Whatever... The point here being that you've got a really good indicator, here of the type of stuff the player is interested in (because she, you know, shows an interest in it) so incorporate that stuff more fully into your game.
Don't let the players get away with killing someone when they don't know who that person is or why they are killing them. After they do this, send a paladin after them, who is out to avenge his brother's death, or something. Make sure that they know that if they can't justify their killings, or if they kill the wrong person, that there will be hell to pay.
Later
silver
Oryan77 said:That's what's weird. He doesn't really seem to socialize with NPC's very strongly so I was surprised to hear that he wanted more from the game. The time I had a major NPC meet his PC and threaten him into doing a job for him; the player's roleplaying went sort of like, "Uh, ok, whatever you say, I'll do it" and then out of character he would make fun of the NPC because of the NPCs race (Gehreleth). The NPC wasn't bland, and he was evil. So I thought the player would be interested in this situation for his rogue PC to be involved in. It was supposed to be very personal, but it ended up being pretty mundane. He just wanted to kickstart the next adventure.
You might get better reactions from this guy if you can get the other players to act more in character, or if you can get him to interact in a way that allows him to act from a position of power rather than from a position of weakness... Nobody likes to be intimidated into something. They like to be the guy who intimidates other folks. Keep that in mind.
Oryan77 said:Another player does ask NPC's a ton of questions, but it'll be the most random NPC. She likes to interact with NPCs that she's curious about, but it'll have nothing to do with the story. I might make a passing comment about a teenage peddler outside the tavern they are going in and she'll be curious about why he's a peddler. So she'll start asking questions about his parents, what he does for fun, & how much money he earns a day". Then when she realizes other players look bored, as a last resort she might say, "Do you know anything about Pit Fiends raising a Red Wyrmling on the first layer of Baator?" If I can get away with it, I might take that opportunity to pass along info the party could use. But usually the NPC she talks to would only know what's going on in the tavern next door and nothing about something on another plane
This is a HUGE opportunity that you seem to be passing up... Whoever this player takes an interest in (and you may or may not be able to predict this sort of thing, it doesn't really matter) MAKE them a part of the story. If the player takes an interest in some teenager during your big assassin's guild plot... Make the teenager a part-time messenger for the assassin's guild. If its a fur merchant, make that fur merchant a target.... Whatever... The point here being that you've got a really good indicator, here of the type of stuff the player is interested in (because she, you know, shows an interest in it) so incorporate that stuff more fully into your game.
Oryan77 said:Also, you know as a DM it's hard to tell what the players are getting from your game. They actually do quite well with investigating scenarios. They do ask a lot of questions for that type of adventure. It's just the adventures where they get pulled into a situation where NPC's are reacting around them that the players seem to not figure it out. They'll go to new locations and be "randomly" attacked by multiple types of people, then they realize bad guys are doing something strange but they don't necessarily know what's going on. Then they kill some people they think are BBEGs, and that's it. Then they loot and leave and then wonder WTF that was all about
Don't let the players get away with killing someone when they don't know who that person is or why they are killing them. After they do this, send a paladin after them, who is out to avenge his brother's death, or something. Make sure that they know that if they can't justify their killings, or if they kill the wrong person, that there will be hell to pay.
Later
silver