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<blockquote data-quote="GlassEye" data-source="post: 5820801" data-attributes="member: 40413"><p>People are really reluctant to go on the adventure because the pay isn't enough? That just strikes me as wrong and a bit rude. I understand playing things the way your character might see it but sometimes you've gotta metagame a bit. You've put in the effort to provide them an adventure. Are they going to wait for something with better pay? It just boggles my mind (like when people refused to go on Frog Hunt because it wasn't heroic enough).</p><p></p><p></p><p></p><p>There was also the 100 gp each hazard pay for each dangerous situation dealt with during travel. That still only amounted to 300 gp each; way under by SK's method.</p><p></p><p></p><p></p><p>So, to hire a party of 4 5th level adventurers, the DM is going to have to put in one APL+2 encounter with <strong>no treasure at all</strong> just to entice them into going. I suppose if you have encounters with no treasure reward you could pool that money and use it for initial pay.</p><p></p><p>Or you could use the adventure's expected TBG as initial pay. This would need to be clear up front so that it worked without causing confusion. For example, I expected Still Waters to run for three months. I could have said Sekmun offered 2000 gp each for the work he wanted from you (90 days x 31 gp = 2790; short it just in case the adventure goes faster than expected). Quite a bit more enticement and provides an explanation for the TBG that the character receives. As it stands now in Still Waters I've not provided explanation for TBG; characters will just end up with a bunch of money they didn't have when they started. Upon reflection I think this method would probably work the best though it isn't without its hazards.</p><p></p><p></p><p></p><p>Adventures don't have to be recruited in Venza but it is true that since the Dunn Wright Inn is where the characters gather and socialize that that's where recruitment happens. To me, it is no less a strain of disbelief for a DM to say, 'You all have been working, traveling, exploring, whatever your personal reasons are, but have ended up in Rorn...' and do the recruiting from there. That would mean the DM would need to recruit players before the NPC recruits characters but that shouldn't be a problem since we've kinda been working out who's available and when when planning what is upcoming.</p><p></p><p>Anyway, just a few of my thoughts; hope they were useful to you.</p></blockquote><p></p>
[QUOTE="GlassEye, post: 5820801, member: 40413"] People are really reluctant to go on the adventure because the pay isn't enough? That just strikes me as wrong and a bit rude. I understand playing things the way your character might see it but sometimes you've gotta metagame a bit. You've put in the effort to provide them an adventure. Are they going to wait for something with better pay? It just boggles my mind (like when people refused to go on Frog Hunt because it wasn't heroic enough). There was also the 100 gp each hazard pay for each dangerous situation dealt with during travel. That still only amounted to 300 gp each; way under by SK's method. So, to hire a party of 4 5th level adventurers, the DM is going to have to put in one APL+2 encounter with [b]no treasure at all[/b] just to entice them into going. I suppose if you have encounters with no treasure reward you could pool that money and use it for initial pay. Or you could use the adventure's expected TBG as initial pay. This would need to be clear up front so that it worked without causing confusion. For example, I expected Still Waters to run for three months. I could have said Sekmun offered 2000 gp each for the work he wanted from you (90 days x 31 gp = 2790; short it just in case the adventure goes faster than expected). Quite a bit more enticement and provides an explanation for the TBG that the character receives. As it stands now in Still Waters I've not provided explanation for TBG; characters will just end up with a bunch of money they didn't have when they started. Upon reflection I think this method would probably work the best though it isn't without its hazards. Adventures don't have to be recruited in Venza but it is true that since the Dunn Wright Inn is where the characters gather and socialize that that's where recruitment happens. To me, it is no less a strain of disbelief for a DM to say, 'You all have been working, traveling, exploring, whatever your personal reasons are, but have ended up in Rorn...' and do the recruiting from there. That would mean the DM would need to recruit players before the NPC recruits characters but that shouldn't be a problem since we've kinda been working out who's available and when when planning what is upcoming. Anyway, just a few of my thoughts; hope they were useful to you. [/QUOTE]
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