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I think I'm stalling out my own game
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<blockquote data-quote="Schmoe" data-source="post: 3052106" data-attributes="member: 913"><p>It sounds to me like it may be time to force their hand. I would figure out which thread you feel leads to the best adventure and then have the action come to them. Throw some combat and adversaries their way, and give them a clear, immediate course of action to deal with the root cause. Most of your ties and hooks are long-term, or nebulous, and require some planning to pursue. By giving the party an "easy" avenue that also directly threatens them, you'll make the decision easier for the party. </p><p></p><p>One example might be a group of assassins, commissioned by the PC's old flame, who have been instructed to kill all but the involved PC and determine if the party knew of any other artifacts. If the PC's capture and interrogate an assassin, they find out that the BBEG has learned the location of the hidden artifact and is moving on it right now. Even if they kill all the assassins, they find some identifying possession or mark that tells them the old flame was behind the attack. There should be some clue that the old flame is very nearby, making it easy for the party to pursue her. If the party doesn't track down the old flame, more attacks follow with increasing frequency, and they start to hear that their associates are "disappearing" as the assassins try to get closer to the party. Eventually, the PCs either track down the old flame and confront her, or they learn that their artifact has been retaken.</p><p></p><p>The key to making it work is to have the encounters come to the group, so even if they prefer to spend the entire session discussing issues, they still get involved in the action.</p></blockquote><p></p>
[QUOTE="Schmoe, post: 3052106, member: 913"] It sounds to me like it may be time to force their hand. I would figure out which thread you feel leads to the best adventure and then have the action come to them. Throw some combat and adversaries their way, and give them a clear, immediate course of action to deal with the root cause. Most of your ties and hooks are long-term, or nebulous, and require some planning to pursue. By giving the party an "easy" avenue that also directly threatens them, you'll make the decision easier for the party. One example might be a group of assassins, commissioned by the PC's old flame, who have been instructed to kill all but the involved PC and determine if the party knew of any other artifacts. If the PC's capture and interrogate an assassin, they find out that the BBEG has learned the location of the hidden artifact and is moving on it right now. Even if they kill all the assassins, they find some identifying possession or mark that tells them the old flame was behind the attack. There should be some clue that the old flame is very nearby, making it easy for the party to pursue her. If the party doesn't track down the old flame, more attacks follow with increasing frequency, and they start to hear that their associates are "disappearing" as the assassins try to get closer to the party. Eventually, the PCs either track down the old flame and confront her, or they learn that their artifact has been retaken. The key to making it work is to have the encounters come to the group, so even if they prefer to spend the entire session discussing issues, they still get involved in the action. [/QUOTE]
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I think I'm stalling out my own game
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