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I need help motivating my characters!
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<blockquote data-quote="Spibb" data-source="post: 5304676" data-attributes="member: 87912"><p>I DM for a group of 7th level adventurers.</p><p></p><p>The personalities of everyone of my PC's boils down to essentially "Glory hungry, power driven, money mongering sociopath" and yet they manage to play this out as chaotic good (which is a good thing for my campaign).</p><p></p><p>My issue however, is that as new quests arise, I'm getting tired of using the World-of-Warcraft-esque plot arcs of "Hey I'll give you 50 gold if you go kill that kobold for me!" or "You'll be famous if you go beat up that goblin!". Yeah my players and their characters go for those arcs and are interested, but I feel like it prevents them from being invested in the story and actually caring too much about what happens.</p><p></p><p>So does anyone have any suggestions I can use for quest motivation? The issue isn't that my player's are uninvested mind you. They love playing. The issue is that their characters are all detached from life. </p><p></p><p>The methods I've tried so far are the following:</p><p></p><p> - Intentionally but fairly killing off one of their characters so their characters fear death thus bolstering the suspension of disbelief.</p><p> - Establishing an in game newspaper which acknowledges their accomplishments when they do something notable so they feel fulfilled and motivated to more actions of the sort.</p><p> - Humiliating, patronizing, discrediting, and dishonoring their characters so they feel insulted by the NPC's responsible and want either revenge or to redeem themselves.</p><p></p><p>What I think is missing is a love for something. The player's and the characters all love themselves above everything else. There's no cause that they would lay their lives down for. They would not jump in front of an arrow to protect someone. I need to make the players and the characters love something, then threaten to take it away. Can anyone help me on this front?</p><p></p><p>Also, it may be that the characters are simply evil characters in personality yet are performing good actions. Perhaps if I present them with an opportunity to commit evil as a quest, the characters will do so much more whole heartedly and the players may be more enthused. Any suggestions on that? </p><p></p><p>So yeah, in a nut shell I need help with the following:</p><p>- General ideas for plot arcs</p><p>- Ideas on how to make a player love a cause, person, etc in game</p><p>- Ideas on whether or not turning the campaign to evil is a good idea</p></blockquote><p></p>
[QUOTE="Spibb, post: 5304676, member: 87912"] I DM for a group of 7th level adventurers. The personalities of everyone of my PC's boils down to essentially "Glory hungry, power driven, money mongering sociopath" and yet they manage to play this out as chaotic good (which is a good thing for my campaign). My issue however, is that as new quests arise, I'm getting tired of using the World-of-Warcraft-esque plot arcs of "Hey I'll give you 50 gold if you go kill that kobold for me!" or "You'll be famous if you go beat up that goblin!". Yeah my players and their characters go for those arcs and are interested, but I feel like it prevents them from being invested in the story and actually caring too much about what happens. So does anyone have any suggestions I can use for quest motivation? The issue isn't that my player's are uninvested mind you. They love playing. The issue is that their characters are all detached from life. The methods I've tried so far are the following: - Intentionally but fairly killing off one of their characters so their characters fear death thus bolstering the suspension of disbelief. - Establishing an in game newspaper which acknowledges their accomplishments when they do something notable so they feel fulfilled and motivated to more actions of the sort. - Humiliating, patronizing, discrediting, and dishonoring their characters so they feel insulted by the NPC's responsible and want either revenge or to redeem themselves. What I think is missing is a love for something. The player's and the characters all love themselves above everything else. There's no cause that they would lay their lives down for. They would not jump in front of an arrow to protect someone. I need to make the players and the characters love something, then threaten to take it away. Can anyone help me on this front? Also, it may be that the characters are simply evil characters in personality yet are performing good actions. Perhaps if I present them with an opportunity to commit evil as a quest, the characters will do so much more whole heartedly and the players may be more enthused. Any suggestions on that? So yeah, in a nut shell I need help with the following: - General ideas for plot arcs - Ideas on how to make a player love a cause, person, etc in game - Ideas on whether or not turning the campaign to evil is a good idea [/QUOTE]
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