brainstorm
First Post
My gaming group is 6 people strong, but only one of them cares to do anything in between adventures to learn more about the campaign or to develop their character. The rest are content to wait until the next session and go with what the group does. I've been trying to think of ways to get the other players more involved in the campaign without forcing the issue. My latest idea has got me psyched and I think it could work, but I thought I'd run it by this crowd to see if anyone has tried something like this.
Basically, this was inspired by video games that have many side quests in addition to the main storyline. Thinking of my campaign as the main storyline, I began wondering if I could introduce small quests that each player could be assigned that would involve them more in the game. I began thinking that the quests, in and of themselves would not interest my players unless there was something in it for them individually. So, I decided to develop "quest cards" that I would hand out to the players each time they were in a town. The cards would represent the various opportunities that the characters come across in towns to earn a little extra cash or to gain favors from power groups. Here's an example:
The Church of St Cuthbert is looking for information leading to the capture of a Binder; one who makes pacts with vestiges. The church is willing to pay 500 gp for information leading to the capture of a binder or 1,000 gp/level for apprehending and bring in a live Binder.
Player Notes:
- You may make Gather Information checks to learn more about and to try to track down the whereabouts of binders.
As DM, I know that there will be an upcoming adventure that will feature a binder, so this will not only give monetary incentive to the player that gets the quest, but it will also help to spread more knowledge of my campaign of potential upcoming encounters or even lead the player right to an adventure locale that I want them to go to anyway.
Thoughts?
Basically, this was inspired by video games that have many side quests in addition to the main storyline. Thinking of my campaign as the main storyline, I began wondering if I could introduce small quests that each player could be assigned that would involve them more in the game. I began thinking that the quests, in and of themselves would not interest my players unless there was something in it for them individually. So, I decided to develop "quest cards" that I would hand out to the players each time they were in a town. The cards would represent the various opportunities that the characters come across in towns to earn a little extra cash or to gain favors from power groups. Here's an example:
The Church of St Cuthbert is looking for information leading to the capture of a Binder; one who makes pacts with vestiges. The church is willing to pay 500 gp for information leading to the capture of a binder or 1,000 gp/level for apprehending and bring in a live Binder.
Player Notes:
- You may make Gather Information checks to learn more about and to try to track down the whereabouts of binders.
As DM, I know that there will be an upcoming adventure that will feature a binder, so this will not only give monetary incentive to the player that gets the quest, but it will also help to spread more knowledge of my campaign of potential upcoming encounters or even lead the player right to an adventure locale that I want them to go to anyway.
Thoughts?