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My players said no....
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<blockquote data-quote="Rel" data-source="post: 1737809" data-attributes="member: 99"><p>My first inclination would be to ask, "What if they aren't motivated by money?" Again, Crothian, it's your game and I'm not telling you how to run it. I'm just relating a recent issue in our game with the hopes that it might help out you or somebody else reading this.</p><p></p><p>I guess that I'm just recommending that you not rely solely upon the fact that an NPC is paying them as their motivator and instead looking at the background info they've presented and trying to integrate that as well. Using your loaf of bread analogy, instead of the NPC simply hiring them to go get the loaf, what if:</p><p></p><p>Player 1 wants money so he's happy to go along in order to get the cash.</p><p>Player 2 wants to open up a fruit stand and knows that the NPC that wants the bread is also on the town zoning board that governs fruit stand permits.</p><p>Player 3 had his family murdered by an insane baker. He'll take the money but he's really looking to make a contact in the bread industry to try and get a lead on the killer.</p><p>Player 4 simply loves fresh bread. She wants to try and get a "two for the price of one" deal on the bread loaf so that she can give one to the NPC and still have a loaf for herself.</p><p></p><p>If the GM in our campaign had done something like that instead of simply saying, "So, you guys are going off to get (in our case it was more like deliver) a loaf of bread for this NPC, because you owe her a favor..." then it would have made the group a lot more interested. Instead I think many of us just sort of said, "Ho hum, another bread delivery job." It wasn't until we discovered that the place we were delivering the bread was a monkey-infested-ancient ruin that we became remotely interested in this plotline.</p><p></p><p>As to the issue of assigning stats, I'm with Cthulhu's Librarian on this one. The numbers that I generate help to inspire me to come up with a personality for the PC. I rarely have enough of an idea of the PC's personality before I generate the stats to try and sway them too much one way or the other. They provide me a framework to support the persona that I come up with.</p></blockquote><p></p>
[QUOTE="Rel, post: 1737809, member: 99"] My first inclination would be to ask, "What if they aren't motivated by money?" Again, Crothian, it's your game and I'm not telling you how to run it. I'm just relating a recent issue in our game with the hopes that it might help out you or somebody else reading this. I guess that I'm just recommending that you not rely solely upon the fact that an NPC is paying them as their motivator and instead looking at the background info they've presented and trying to integrate that as well. Using your loaf of bread analogy, instead of the NPC simply hiring them to go get the loaf, what if: Player 1 wants money so he's happy to go along in order to get the cash. Player 2 wants to open up a fruit stand and knows that the NPC that wants the bread is also on the town zoning board that governs fruit stand permits. Player 3 had his family murdered by an insane baker. He'll take the money but he's really looking to make a contact in the bread industry to try and get a lead on the killer. Player 4 simply loves fresh bread. She wants to try and get a "two for the price of one" deal on the bread loaf so that she can give one to the NPC and still have a loaf for herself. If the GM in our campaign had done something like that instead of simply saying, "So, you guys are going off to get (in our case it was more like deliver) a loaf of bread for this NPC, because you owe her a favor..." then it would have made the group a lot more interested. Instead I think many of us just sort of said, "Ho hum, another bread delivery job." It wasn't until we discovered that the place we were delivering the bread was a monkey-infested-ancient ruin that we became remotely interested in this plotline. As to the issue of assigning stats, I'm with Cthulhu's Librarian on this one. The numbers that I generate help to inspire me to come up with a personality for the PC. I rarely have enough of an idea of the PC's personality before I generate the stats to try and sway them too much one way or the other. They provide me a framework to support the persona that I come up with. [/QUOTE]
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