Meh. Maybe we won't.

I like the idea of the IPB shrugging and finding different hero's - Unless they are the peak adventures of the world there are prolly rival hero groups who would be willing to do it. If it will end the campaign if not done then the IPB should remind them of the consequences, and play on thier sense of duty. If they have a better chance of suceeding than anyone else, It may wish to offer a small bribe. Use only one of these methods if possible.

My players chose to not retry a failed quest, and instead to persue a player driven vengance plot. So rivals went instead, and got all the glory and some politcal power while the PCs got the satisfaction of killing of a reacurring villian and looting his house. Its their choice, just shape the campaign around thier choices. The world was still saved, the game moved on.
 

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Stick and Carrot.

Stick: I'd say explain/show what will happen if they don't do it. Most PCs I've met blanch at the thought of thousands of innocents getting par-boiled because they didn't do something.

Carrot: Offer them something they can't get anywhere else. Information is usually good?

Also explanations of why they can't do whatever it is. I'm a big fan of the 2nd of Gez's options.

If they still won't do it, the OSBA gets someone else to do it. Make this bite the players in the butt. The group that went and did the job perhaps spread stories of how weak and cowardly the PCs are. Possibly they use the rewards from the job to set their own evil plan in motion?
 

Quasqueton said:
You know, railroads are not only constructs of poor DMs. PCs can build their own railroad, in game. The call of "railroading" is sometimes the resort of poor Players, too.

I think that the players have a certain obligation to "meet you halfway" when it comes to finding reasons to participate in the adventure. But that means HALFway, not all the way.

Let me pose another scenario:

The players make characters who are all from the same village. This village was destroyed by an army of Undead lead by Necrolad. The PC's escaped to a nearby small city and want revenge.

The Mayor asks for the PC's help in rooting out the Orcish raiders of the Stony Hills.


Now, IMHO:

A "Bad" Player immediately says, "Forget it. We want revenge against Necrolad and his minions and we're not doing anything but that."

A "Bad" GM says, "Look, this is the adventure! Love it or leave it!"

A "Good" Player says, "If we do this for you, can we expect your backing when we go after Necrolad and his minions?"

A "Good" GM says, "The Stony Hill Orcs are the smiths who are providing weapons to Necrolad's army of undead. If you destroy them then many lives will be saved from the Orcs and Necrolad's march of destruction will be slowed."


Now did the Good GM have another adventure ready to run if the PC's balked? No. Do you think he needs one after that plot hook? I doubt it. To borrow a bit of philosophy from The Matrix trilogy, "What is most important is the illusion of choice." The idea that the PC's are doing something because they WANT to and not because they HAVE to makes for happy players in my experience.

It could be that I'm personally "hot-sh*t-good" at tying adventures into the PC's backstories but I think a more likely explanation is that it really isn't that hard to do.
 

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

Kill them and take their stuff.
 

Inconsequenti-AL said:
Also explanations of why they can't do whatever it is. I'm a big fan of the 2nd of Gez's options.

what I like in that scenario is that it gives the players a choice. In this example, "do you want to negociate with the Eladrins, or do you prefer to quest for the Skull of Lorevus?"

Not only do you have a way to nearly make sure the PCs will go along with the script, but in addition, you know they'll do what they like the best amongst the choices provided.
 

Rel said:
It could be that I'm personally "hot-sh*t-good" at tying adventures into the PC's backstories but I think a more likely explanation is that it really isn't that hard to do.

So, wait.... your players don't avoid anything having to do with their background like the plague? What's your secret?

In my case, the immensely powerful being (who actually isn't powerful powerful, but can read fate, and has fingers in a lot of pies), would shrug, make them feel like they just did what she wanted via some off-hand comments, drop a few ambiguious hints about the consiquences of their choice, then leave.

Now, if they did run into an antagonist who has a whole lot of killing power, and they said 'no' he'd knock the crap out of them for a while, probablly kill one, then aftery they woke up, offer again. After that, he'd start breaking fingers.

If they ran into a powerful friend/ally, he'd ask again, offer rewards, and explain why only they can do it.
 

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
"Okay, I have a much easier task for you."

*Teleports PCs to the Isle of the Ape . . .*
 

diaglo said:
"Your services are no longer needed. You are FIRED."

It would probably be more like:

"Your services are no longer needed. Your ON fire."

Quasqueton said:
5th-level PCs find themselves standing in the middle of a dragon's den, with the CR 25 dragon on a ledge above them. "You will bring me more treasure..."

I love this one... I'll have to use it at some point.
 

The Uber being proposes it does itself, killing anything and everything in its way, starting with you.
 
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Maybe I'm an odd DM. I don't feel that 5th-level PCs have any business being in the same room as supreme uberbeings. The CR13 Half-Fiendish gnat swarms would have offed them long before they got to the CR25 dragon.

That said, as a player I'd definitely be unhappy with finding my 5th-level guy in front of said Uber-being. It'd strike me as a way for the DM to dictate all my choices and force me down one path. Now, that's not to say a DM can't or won't do that on occasion. But if he's going to do it I'd rather he just come right out and tell me "you guys are going to start the campaign searching for the McGuffin" then present the illusion of a choice that doesn't really exist.

Maybe it's just me.
 

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