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Help me be nicer to my PC's!
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<blockquote data-quote="CruelSummerLord" data-source="post: 3927429" data-attributes="member: 48692"><p>Frankly, it seems to me that this is the PCs' fault, not yours. If that idiot Barbarian keeps angering everybody they come across with his my-way-or-the-highway attitude, then people are going to stop hiring the PCs or even helping them. If the PCs' "I don't take crap from anyone" attitude starts getting them into trouble with powerful city officials, nobles and merchants who refuse to hire them for the belligerent attitude, or something like that, maybe the barbarian's fellow adventurers will take steps to shut the numbskull up. </p><p></p><p>Now, of course in some circles that sort of attitude could earn respect. Army captains and military men, or martially inclined nobles, might respect his gumption, and enlist the party in dangerous, do-or-die missions. This sounds like the kind of thing your might-makes-right guy might enjoy, so maybe that'll allow him to blow off some steam. </p><p></p><p>In other cases, it might help to have your NPCs ask the adventurers' advice and incorporate their suggestions into whatever they do. After all, the PCs presumably have expertise that the employer doesn't, or they wouldn't be hiring your players to begin with. And a case could be made that the barbarian has a point-if they're going to put their necks on the line, they ought to have some input into the plan. </p><p></p><p>Your merchant might not know how to handle the situation himself, and so any advice the adventurers can give might be most welcome. He might veto anything that sounds too dangerous to his daughter, but if they can come up with a clever way to thwart the kidnapping and trace it back to the villains, then I'd say by all means let the players design a capture scenario and let them either profit from its success, or deal with the fallout if it fails. As an added bonus, it lets your players do the planning, instead of having an NPC do it for them.</p></blockquote><p></p>
[QUOTE="CruelSummerLord, post: 3927429, member: 48692"] Frankly, it seems to me that this is the PCs' fault, not yours. If that idiot Barbarian keeps angering everybody they come across with his my-way-or-the-highway attitude, then people are going to stop hiring the PCs or even helping them. If the PCs' "I don't take crap from anyone" attitude starts getting them into trouble with powerful city officials, nobles and merchants who refuse to hire them for the belligerent attitude, or something like that, maybe the barbarian's fellow adventurers will take steps to shut the numbskull up. Now, of course in some circles that sort of attitude could earn respect. Army captains and military men, or martially inclined nobles, might respect his gumption, and enlist the party in dangerous, do-or-die missions. This sounds like the kind of thing your might-makes-right guy might enjoy, so maybe that'll allow him to blow off some steam. In other cases, it might help to have your NPCs ask the adventurers' advice and incorporate their suggestions into whatever they do. After all, the PCs presumably have expertise that the employer doesn't, or they wouldn't be hiring your players to begin with. And a case could be made that the barbarian has a point-if they're going to put their necks on the line, they ought to have some input into the plan. Your merchant might not know how to handle the situation himself, and so any advice the adventurers can give might be most welcome. He might veto anything that sounds too dangerous to his daughter, but if they can come up with a clever way to thwart the kidnapping and trace it back to the villains, then I'd say by all means let the players design a capture scenario and let them either profit from its success, or deal with the fallout if it fails. As an added bonus, it lets your players do the planning, instead of having an NPC do it for them. [/QUOTE]
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