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Group problem

Toj

First Post
I am seeing a reoccurence with my new players that I need advice on how to stop. Every time they encounter something where they can plan, they tend to go look for help.

Help involves seeking fighter guilds, going to temples, etc. I mean the past 3 times where they could plan ahead they have done this. The best encounters so far have been where it's random and they have no choice but to fight alone.

The main thing is that this drags the game down, causing slowness. I meen right now they just travelled 2 weeks to a larger town because the town they were at didn't have any fighters they could hire!

Help please!
 

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Simply don't allow them to do it anymore. When they attempt tp do something like this, have them attacked and mutilated by an enemy..or strand them in an area they know nothing about (so they don't know where 'help' can be found). Also, something else you might try so they're not as trusting toward 'henchmen' is have the henchmen clobber them, tie them up, and leave them naked and for dead in the wilderness somewhere. I am sure they won't be jumping to find more help from people they don't know anylonger.
 

When they seek out help are you giving it to them? Is it costing them anything? Perhaps they will owe favors that will be called in at the worse time. I'd role play out the encounters and if the group always does it with the same organization, I'd have the price increase.

To stop it, when they seek help have them find none. Or while they seek help the enemy moves, burns a village, something happens while they dilly dally.
 

Give them a time limit, so that they can't go and seek help without failing. If they go looking for people to hire, by the time they get back, there's no reason for them to be there. Also, expenses. Make them pay for everything; lodging, food, hazard pay, the works. Their budget just won't be able to handle it.
 

Talk to your players. Obviously, their style is not the same as your style. Somethings going to need changing, and if you don't think the players will, you can always change yours. The DM must know when to adjust, and in this particular situation it might not be a bad idea.

Build an adventure that accomodates these guilds they are always seeking out. Off the top of my head:

The guild helps them, three weeks later the guild is in serious trouble for some reason (in-fighting, an assassin or double-agent, missing member) and they request the PCs handle this duty because they cannot.

The guild requests that they join them as members, and they sometimes get asked into being the 'backup' for other groups (like the lone priest who is on a quest to destroy the evil undead thingy in cool location X, and decides he should get four guys to come with him), and such.

The players find themselves fighting under time constraints.

But just remember, it's important that you have fun, and so do they. Make sure you tell them that you would like to see them act more heroic, unless they want to run a combat-light campaign. Maybe they really do want a combat-light game.
 

Re: Re: Group problem

creamsteak said:
Talk to your players. Obviously, their style is not the same as your style. Somethings going to need changing, and if you don't think the players will, you can always change yours. The DM must know when to adjust, and in this particular situation it might not be a bad idea.

CS has a point, but if it turns out that the players are just being timid you may have to roleplay some more compelling reasons for them to take action. The time limit thing is good. Getting the proverbial clock ticking, or failure being the alternative, is about the best way to get quick results.
 

G'day

They don't mind that the 'help' takes a share of the experience?

The most obvious solution is to give them a reason to keep their problem a secret.

Rather more brutally, let the 'help' sieze the lion's share of the treasure.

Run them out of money and give them a problem that no-one else is interested in taking a risk for. Or give them something to cope with that no-one will believe them when they tell about it.

Regards,


Agback
 

Having a couple of high-profile high-casualty incidents will probably also result in higher prices, and less volunteers.

I cannot stress, however, to forget the hireling/service table in your situation. If the PCs want qualified help, then they should have to pay accordingly - or more precise, make them share the loot more equally, if there is, or at least charge them as much as they charge others for their services.

(IMC, I use low wages, but then, adventuring does not pay much either, and the pay is the same for PCs and NPCs of equal ability (The barbarian PC gets 1.5 gold per day ... he is bad at negotiating...)
 

Why just not deal with the problem out of game? Just tell the players up front that it's Dungeons & Dragons they're playing. If danger doesn't interest them, they can play Farmers & Villagers.
 


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