Meh. Maybe we won't.

Let them go about their business and throw them another plot hook that actually interests them.

BUT, there could be consequences to not fetching the McGuffin. These could range from something bad happening because it wasn't retrieved to the people who did the retrieving being extravagantly rewarded.

But I rarely spend time developing a plot hook unless I'm pretty sure the PC's will bite. And I never force a plot hook when the PC's don't want to bite. There is little worse than the PC's being forced to go on an adventure that doesn't interest them.

To me that is railroading at its worst.
 

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Geas/Quest

Saving Throw- None

If they get the Geas removed on Monday then give them a couple new ones by Tuesday.

Course if your Players are like mine, you more then likely will not have a campaign.
 

"Awwww, please. All my avatars are watching...don't make me look like a weenie."

"Let's see, well I guess the harem COULD go to the Sunless Fist Orc Tribe."

"I'll give you a shiny copper."

"Oh. Okay. Fire up the spits."

"Look, you know I could get it, I know I could get it. What I really want is to watch a bunch of silly pink fleshies running around bumping into thinks trying desperately to find it. Look, ultimate cosmic power is nifty...but overall fairly boring."

"What if I take all of your things and and throw them in that pit of lava?"

"Ok, I'll ask one more time...as a courtesy."

Right, everybody roll up new characters.
 

Hence the retrieve the McGuffin for the big powerful wizard is something to be used for sunday morning cartoon shows ;). Though there are plenty of options as to why the big powerful wizard can't get it himself, it seems a little too artifical for my tastes. When a DM does that I think that he has nothing better to send us in the dungeon to do. Why not just send them into a dungeon for treasure, etc... then when they come out, continue the storyline as if the wizard had gotten, or not gotten the McGuffin?
 

Worst case scenario:

Call a time out and explain to them that if they don't go along, you don't really have any other adventure planned for that session...

I even remember reading this advice in some recent modules, heh.
 

Quasqueton said:
The immensely powerful being tells the PCs, "I need the mcguffin from the dungeon of doom to complete my ultimate plan. You will go get it."

The PCs reply, "What if we don't want to?"

What does the immensely powerful being do?

Quasqueton

It vanishes into a special Hell reserved for clumsy and heavy-handed plot devices and is replaced by a subtle, character-driven motivational technique.
 


Tell them what would happen. The rivers will dry, the land will become parched, illness and monsters will roam the land and the children will die, darknesswill cover the world for 10000 years and their names will be cursed forever, their souls will be cast into the great nothingness.

If they still do not do anything, make it happen. Now, if they then go on the adventure and get the item the evil DM should say to them; 'You were too late', and let it happen. ;)
 

The immensely powerful being tells the PCs, "I need the mcguffin from the dungeon of doom to complete my ultimate plan. You will go get it."

The PCs reply, "What if we don't want to?"

What does the immensely powerful being do?

Says "Sorry, that was a bit hamfisted and lame wasn't it? You guys go on about your business."
 


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