Arcane Runes Press
First Post
Lord Pendragon said:Because the PCs can't quit. If the geas wheren't there, now that the artifact's been stolen, the PC's could say "oh, well, sucks that those gnomes backstabbed us. Let's go check out the Tomb of Ancient Loot and see if there's any left."
But because of the geas, the PCs can't do that. They have to set out to look for the artifact again. This completely invalidates the campaign for the last year+ of real time. They didn't have the artifact then, and now they don't have the artifact again, and they must find it again. Or die.
I think this is the real key. Regardless of whether or not it's the players at fault, I think they're feeling a bit ground down by all this.
It sounds to me like tedium has set in, and that the players are just ready for this whole thing to be done.
35 sessions can be a loooong time, particularly when you feel completely trapped by a seemingly never-ending quest. As Noeloni said: "Its not like the quest was over, either. The artifact had to be repaired and we had to find a way to get it to the Gods themselves. Not a minor undertaking."
So, at this point, it's likely the players are feeling that the last 35+ sessions served no real purpose, and that the finish line isn't any closer than it was before.
It's one thing to play out the Lord of the Rings, it's quite another to feel that it's you, not Frodo, carrying the one ring around your neck.
At this point, my suggestion is to, rather than hit the magic reset button, set it up so that the characters can recover the artifact quickly, and then perhaps contrive to force the gnomes to help them finish their quest faster.
Get the quest done, or at least let the tedium of finding it end, and get the party running towards the payoff. A good payoff will probably help the players feel more invigorated, and replace frustration with fun.
Patrick Y.