Inez Hull
First Post
My players tend to be incredibly pragmatic and this often leads to situations where heroics, storytelling and roleplaying fall by the wayside in climactic moments which hold the greatest potential.
Let me give an example or two. We were recently playing an excellent Dungeon magazine adventure which culminated in a scene where a priest of Tharizdun was in the middle of carrying out a ritual to turn a newly born child into a vessel for his God, creating a dark avatar. The aim of the adventure, as stated, was to stop the ritual and rescue the child, who would go on to become a great Paladin if uncorrupted. However, the players. after a quick assessment that they may not be able to stop the ritual in time simply magic missled the baby.
I was somewhat taken aback at first, but decided to put no intervention in place to stop this from happening, as it was a legitimate solution in its own way. However, it certainly made a great heroic climax into a bit of a piffle.
In another recent adventure with a different party, the players encountered a minor climax in the form of a covey of hags disguised as elf maidens. The encounter had plenty of opportunities for roleplaying but the PC's only engaged in small talk for long enough to allow the Paladin to successfully detect evil at which point he charged into the fray.
My players usually enjoy a bit of roleplaying mixed in with the other elements of an adventure, but for some reason their hard headed way of playing often spoils the really enjoyable scenes.
I am looking for suggestions on getting around this if anyone has any. I don't want to stop the players from using their heads to find weaknessess in their opponents plans, as they enjoy doing it and it keeps me on my toes. However, I would like to find a way of making climactic scenes allow good opportunities for roleplaying without restricting the players tactical minds.
Let me give an example or two. We were recently playing an excellent Dungeon magazine adventure which culminated in a scene where a priest of Tharizdun was in the middle of carrying out a ritual to turn a newly born child into a vessel for his God, creating a dark avatar. The aim of the adventure, as stated, was to stop the ritual and rescue the child, who would go on to become a great Paladin if uncorrupted. However, the players. after a quick assessment that they may not be able to stop the ritual in time simply magic missled the baby.
I was somewhat taken aback at first, but decided to put no intervention in place to stop this from happening, as it was a legitimate solution in its own way. However, it certainly made a great heroic climax into a bit of a piffle.
In another recent adventure with a different party, the players encountered a minor climax in the form of a covey of hags disguised as elf maidens. The encounter had plenty of opportunities for roleplaying but the PC's only engaged in small talk for long enough to allow the Paladin to successfully detect evil at which point he charged into the fray.
My players usually enjoy a bit of roleplaying mixed in with the other elements of an adventure, but for some reason their hard headed way of playing often spoils the really enjoyable scenes.
I am looking for suggestions on getting around this if anyone has any. I don't want to stop the players from using their heads to find weaknessess in their opponents plans, as they enjoy doing it and it keeps me on my toes. However, I would like to find a way of making climactic scenes allow good opportunities for roleplaying without restricting the players tactical minds.
