Inexperience DM, need help steering my campaign back in the right direction...

Guilt Puppy

First Post
Okay, here's the general situation: Me and my group have been playing multiple times per week lately (no more; I am at this point immune to their coercion, as I've figured out the following...). This leaves me little time to plan, forcing me to improvise a lot. Now, I know some DMs can spin great adventures totally off the cuff, but I am not one of them. My game runs fairly well when I have time to plan, and fairly poorly when I don't.

The problem is, this lack of planning has steered things off course from the major adventure I was trying to get the PCs to discover (details below)... When I only have a few ideas for encounters, or whatever, a lot of sessions end up being strings of fairly random stuff with no evidence of backstory. I do, at least, have the presence of mind to leave a few hooks along the way for future use, but this has actually come back and bit me, as they usually don't end up leading toward the Epic Part of the Adventure I'm trying to get my PCs to.

Another thing that's come from this: My players have come to totally ignore any clues, leads, whatever, as for a series of sessions things were much more straightforward than that. It seems like now, the only way they know to occupy their time is to go ask an NPC what to do (which he flatly refused to do last session, because I'm bored with that, and they should be.) Moreover, they've always been fairly lazy as far as gathering information is concerned: If an NPC doesn't reveal to them every detail of the adventure (including things he or she just plain wouldn't know about), they decide that they are useless, and complain at me. In their minds, the world is populated with hundreds of totally useless NPCs, which means that it's impossible to use NPCs to lay down adventure hooks for them (short of "please do this task I will pay you XXX gold").

An example of this: At a site they were recently sent to (again, because they don't go anywhere they're not sent), they happened to encounter a character who was hunting down the BBEG they had been after, for a while (and then forgotten about when they couldn't find an NPC who knew his precise location)... The BBEG, of course, is integral to the adventure I'd really like to lead them into... Naturally, this character doesn't introduce himself saying "Hello! I am hunting BBEG and want you to join me!"... Rather, he explains that he's "sort of a paladin", who hunts undead, and came to this place (which is full of undead) as a sidetrek from pursuing "much bigger prey." Now, BBEG is a lich, and the players have already come to this conclusion. Rather than making the connection, though, they give him a "that's nice, have fun" and go back to get another adventure from the same guy they always do.

Now, I thought this was heavy-handed plot manipulation when I planned it, the sort of thing I try to avoid... However, it went totally under their radar, so I had no choice but to put away that idea, and keep going.

In short, the campaign's gotten really kick-in-the-door, which isn't fun for me as a DM, and doesn't seem as fun for them as players (they were enjoying the game a lot more early on, before things were steered awry, and they were actually doing good detective-work.) I'd like to steer it back toward the story-puzzle style of play, but don't know how to do that at this point (without resorting to metagame solutions... I hate telling my players how they're supposed to play). In short, I want to find a way to get them to adapt back to my style of play, as well as adapting my style of play to suit them a little better (of course, their style of play originally worked well with mine -- I guess my problem is getting them to adapt from the low-backstory, straightforward tasks I've been giving them lately.) Not too sure exactly how to do that.

Anyway, let me get to the specifics of the storyline, to see if you have any specific ideas about it:

BBEG is a lich, who likes being immortal but would sure like to take it a step further and become a god. Of course, this isn't an easy task: Only two people have ever achieved divine power by their own hand in all recorded history: Boccob, and Vecna. Boccob managed to do this through a whole lot of arcane study (and only got away with it because he was so very True Neutral that none of the existing gods saw any reason to stop him.) Vecna, on the other hand, had to do it in a lot more secrecy...

Now, BBEG has determined in his research that Vecna managed to pull this off by not only creating some sort of artifact which could harness divine power, but existed in the shadows beyond the sight of gods. It stands to reason, then, that this thing should still exist, or at very least clues to its construction: BBEG seeks only to find out where.

In actuality, this "thing" is a tower that sits as a junction between worlds, existing outside the domain of the exisiting pantheons, and drawing (inefficiently: Vecna was too impatient to learn how to achieve divinity in a more elegant fashion) from the surrounding lands, leaving the continent he once ruled a barren wasteland full of strange horrors et cetera (fairly cliche, sure, but should be fun to adventure through once they get there.)

Dwelling within the tower is a guardian, responsible for keeping it safe from those who would seek its power (in case the big crazy demonic things for hundreds of miles surrounding are insufficient.) He has become aware of BBEG's plans, and has been trying (discretely, and obtusely) to point the PCs in the direction of BBEG, so that they will slay him good.

At the moment, BBEG is on a boat to the old continent, and will arrive Coincidentally When the PCs are of Appropriate Level. At that point, they'll receive another parcel from the tower guardian, which should give them enough information to utilize an old monument to travel to the continent and catch up with BBEG, sort of. (From then on it will be them trying to track him across the wastelands, and survive, and figure out what the hell is going on.)

Of course, the PCs at this point know only that BBEG is evil, and has been doing research. I'd like them to have some idea what he is up to, but they ignore the clues: For instance, at one point he left behind a book on the nature of divinity and its relation to arcane magic, and a history of the old continent, which they later found. They were in infernal, so they took it to someone to see what they were. His response, of course, was "a book on arcana, and a book on history," and the players said "okay" and took off. They have Comprehend Languages at their disposal, and have considered using it, but never actually tried. Repeat this scenario with every clue I try to give them...

At any rate, last session they decided (when it became clear that the NPC they always wanted adventures from didn't have anything for them) to take out this clan of assassins that had been hired to kill them (for only vaguely related reasons... they have still done a lot, and had plenty of chances to make enemies.) This is the sort of thing I like to get from them (I don't like to DM like I'm unveiling a story; rather, I like to get as much story from them as they do from me. Makes it fun), but then their approach was to find a seedy tavern in the town they'd heard the assassins might be in and "sit around." Luckily, I did have another strike on them planned (the assassins are good at tracking people down, especially when they decide it's time to whip out the Retriever), so it wasn't totally fruitless... But then, their response was to kill them all and leave town.

So what I'm wondering: (A) Is there a scenario which I can set up which allows for players to do only light detective work and still manage to find this super-secret elite assassin's guild, and (B) after that, how do I get them "back on track" and caring about BBEG again?

Now, I'm considering having someone deliver some misinformation to them, and send them to some very dangerous place to die (at least, so the assassin who sends them there would hope). I could have this place related to BBEG's plans somehow (the area they're in is scattered with relics from an old civilization that kept ties with the now-dead continent, and BBEG is most naturally attracted to these places and the secrets they might hold), but I'd like not to have every single plot-thread eventually point back to the same place. Even if I am trying to guide my players, I don't want to make them feel manipulated: Again, it's the difference between story-telling and story-building.

Anyway, any suggestions (be they general techniques, or very specific subplots) are much appreciated. I've been racking my brain and coming up with less and less lately (mainly been demotivated by seeing all the planning I've been getting back to doing go totally ignored.)

(Oh, and I know it might sound otherwise, because I do get exasperated, but: I'm not trying to pin this all on my players. It's as much my fault as theirs, which is why I'm the one asking for help in solving the problem. Just wanted to clarify.)
 

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Boy oh boy

You're chasings symptoms, my friend, not problems.

The problem is your players are morons. In reality, any assassins guild worth its salt should be able to dispose of that collection of idiots with no trouble.
If thru sheer luck they do survive the guild, the protector in the tower is much advised to find another group of adventurers to dispose of his little problem.

You have to match the game to the taste of your players. My advice to you is to drop them in the middle of Rappan Athuck (?sp) and let them hack away to their hearts content.

Munin.
 

Ok Munin has a valid point:D Still let's try this.

Do they still have the books on Divinity and Arcana magic? How did your NPC react when they gave the books to him? Sometimes you need to bait the hook a little to tease them. Give 'em some big googly eyes from one or both of the books. Have it be more than just a book on gods and a book of magic. Have it be something really rare that the NPC doesn't want to look at. You said it was in Infernal, use that as a draw for the Assassins guild to "pay a visit" to the keeper of the tomes. That will tie them back toward that end. As for following to the BBEG that will take alot of work since it sounds like they are far off the mark in regards to that. Try having the BBEG test out some of his new found knowledge with some weird undead or somesuch that can be found to be part of the BBEG. I'm not sure what level they are at but you can send minions of the BBEG to root out troublemakers ie the party. For the next few sessions really tie up the plot hooks that mean nothing to you. Have another group of adventurers find the gegaw or slay the hydra. The lead for one has the old lady up and die. Whatever it takes to jump them back into what your shooting for.

Hope it helps:rolleyes:
 

Re: Boy oh boy

Munin said:
You're chasings symptoms, my friend, not problems.

The problem is your players are morons. In reality, any assassins guild worth its salt should be able to dispose of that collection of idiots with no trouble.
If thru sheer luck they do survive the guild, the protector in the tower is much advised to find another group of adventurers to dispose of his little problem.

Heh... Players are currently 8-9th level, which IMC is fairly high level... Assassin's guild has 21 members, most range from 8th-12th level, with a few in the 15-18th level range, and it's considered one of the most fearsome forces in the kingdom. Which should be plenty powerful enough to kill them, but they are rather savvy players when it comes to tactics and immediate planning (finding the least defensible point in a building, et cetera)... They breeze through CR 10 encounters (and I've checked their magic items: According to DMG gp progression, I've been short-changing them a little), which may also say that my own battle tactics are lagging... Nonetheless, trying to take out the assassin's guild isn't a stupid move given what they know (they've been able to take out both teams that have been sent after them, without much trouble). It's more their way of going about it which is mind-boggling.


You have to match the game to the taste of your players. My advice to you is to drop them in the middle of Rappan Athuck (?sp) and let them hack away to their hearts content.

That's the problem, though... They've gotten into the hack-and-slash mindset, but that's not really their "taste..." They've been about as unhappy with the game lately as I am, and seemed quite happy with things (and quite adequate in dealing with them) earlier on in the campaign (I'd actually started off more hack-n-slash around first level, and then drifted toward detective-work when they seemed to get bored with it.)

Valmur_Dwur said:
You said it was in Infernal, use that as a draw for the Assassins guild to "pay a visit" to the keeper of the tomes. That will tie them back toward that end.

That, unfortunately, would probably lead them in totally the wrong direction. The times that BBEG has come up in their trying-to-figure-out-what's-happenings, it's been about things which are totally unrelated. Doing that again would just draw them more off-track, I think.

Current plan (after reading through this, as well as rereading my own post) is to have them spot one of BBEG's minions (a character they know) hiring someone from the assassin's guild to hunt down the BBEG-hunting NPC they ignored earlier... Plus some pertinent details, enough to get them interested again. Likely they'll say "screw the assassins" and wind up back on track, gather some information (enough that they have an idea why they're trying to stop BBEG), survive another assassination attempt, and hopefully end the next session with them in the wastelands (which changes the game significantly... They'll have to do a lot of tracking, some diplomacy with whacked-out wasteland inhabitants, and most importantly, survive.)

Here's hoping, at least. We'll see how it actually pans out. Thanks for the suggestions, though :)
 
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hmm.. it sounds like you have a reactive group.. not a proactive group..

the way to change that... is well.. do nothing.. have nothing big happen.. make it.. if they want some thing to happen.. well.. they are going to have to go out and start it happening.
 

Drakmar already gave you the same advice I am going to give: don't play into what your players are doing. Let unrelated plot hooks die on the vine (they heard there were slavers taking children from a city? Not any more, the slavers were killed already).

In really fun games (imo), the DM does steer the plot. Good DMs do it gently, making certain that there are multiple paths the PCs can follow but all of which (or nearly all of which) end up being related to the overall story arc. Good improvisation skills are cool and all, but if the improvisation doesn't gude the players into the epic adventure then they're not that useful.

In short, tie off all non-arc threads, make certain there are several arc-related threads the players can investigate/get into, and then do nothing. Don't offer any new non-arc threads. Will there be an awkward half-session or so? Quite possibly, but that may be what you need to get things back on track.
 

Seems that your PCs aren't efficient at chasing down leads. That's OK - that happens in every group now and then (I could tell you stories... :eek: ).

My advice is: When the PCs don't put enough effort into their research, make some innocents in their vincity die for no immediately apparent reason. This should attract the PC's interest and get them motivated to track the villain down (ultimately, of course, it all ties down with the BBEG somehow).

Oh, and have some of your minor villains write diaries, or at least carry notes with them. With these notes, they should not only get more clues, but also learn of all the other clues they missed on because of their laziness. Like that paladin - make some minor villain put a bounty on the paladin's head, and let the PCs find the bounty note. That might get them interested in questioning the paladin again...

And if all else fails, destroy a city in a major magical disaster, and make it clear to the PCs later on that they could have prevented it with the clues they had if they had only tried a bit harder. This happened to us in our current Warhammer campaign ("Shadows over Bögenhafen", to be specific), and at least my character is now strongly motivated to chase down all leads... :rolleyes:
 

Your PC's are like dogs

If it runs, they will chase it, if it chases them they will run.

All you need is someone with some speed and a scooby snack.

You could create an NPC who at the behest of your villian, via a geas or other manipulation, or just good old fashioned greed/fear, sought a very powerful key like artifact from the assasins guild (who were convienently unaware of its power and purpose). Perhaps the NPC doesn't even know much beyond that this artifact could be the key to his immortality, and you could rely on a string of coincidental coincidences to lead the parties together. (Perhaps the 'keys' doing ala the ring of power).

The NPC, though quite clever and evasive, having wormed his way into the guild to retrive the artifact, can't quite get out with the goods on his own. So he'll help the PC's help him under the guise of low effort metagaming. (You can't just throw a hook in the water and reel in fish, you've got to put something you know they want to eat on the hook right?) The NPC in his arrogance might gloat about how he's going to obtain some wonderous item that will solve all his problems. Or through just plain old carelessness leave a clue (the beauty of this is, they don't have to pick it up, it'll look like foreshadowing later as they don't tend to follow clues, and in this case it wouldn't actually be nessecary), hell, your NPC could just talk in his sleep.

The time comes where the PC's are facing down with the guild, and the NPC says he'll be the man on the inside and help. Instead when it's time to throw down, he makes his escape. You're PC's will have some tough interesting choices. Divide their forces, with a big battle, that would be unwise. Fight and chase, and fail to do either particularly well, even if they don't want a fight, it's a little late now that the guild brothers are looking to avenge their friends, and send a larger message to others who would test them. After all they can deal with the traitor later, tracking people down and killing them is their profession. Or they can beat down the small guild and track their 'friend' down later. If they just say "aww screw it," then among the personal effects the NPC left behind was a journal of his discoveries, and philosophical musings on the power he might one day awake to.

But if he runs I bet they'll chase him. If he has boots of speed, a ring of free action, endurance, running, expiditious retreat, and the ability to ride, and steal a horse, good luck running him down. Looks like they'll have to take a page from the assasins guild play book.
 

G'day

It's a problem of motivation. Stop feeding them, and let them get hungry.

Less metaphorically, give them a problem, and make them search for solutions. That way they have to make the story offers, and you get to choose among them--instead of you making story offers, and them getting to decline them. Make the players work for their plot hooks.

You might find something useful here.

Regards,


Agback
 

Well, if they aren't biting at the hook let them figure out what they do want to eat.

I'm a big believer that every action has consequences; the plot hooks you drop lead to something that happens whether the pcs interfere or not. If they don't chase the BBEG he gets closer and closer to achieving his goals, and maybe succeeds. Maybe they never get back to pursuing him; fine, there are more things to do. But when they find his clergy sacrificing their parents, the pcs suddenly realize that they let things slip through their fingers for far too long.

Another thing: no "super secret" organization should be easy to track down. If the pcs can't follow the clues, well, the assassins keep trying to poison, snipe, and otherwise murder them from the shadows, and the pcs eventually will have to try to figure it out- or die.

By the way, I hope you aren't a dm who never kills pcs? If you are, a sudden death might make them realize that, even if they ignore their enemies, their enemies don't ignore them.
 

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