Patryn of Elvenshae
First Post
Except your CO (as in, the guy who's got a better direct line to Helm's ear than you do), has basically just ordered you to go away.
Patryn of Elvenshae said:Yeah, the High Priest of Helm saying, "Don't worry, I've got this one."
In all his Lawful Neutralness?
I actually understand why your player turned away.
philreed said:Greedy players after lots of gold? Well, the resolution of the plot hook that they ignored included a ton of gold.
philreed said:When they pass up a juicy plot hook just move on. Then, three or four sessions later, have them hear about how the plot hook resolved itself -- and in a very beneficial way for the real heroes that took care of the problem. Do you have a fighter that's just dying for some awesome magic sword? Well, the NPC heroes that chased down the plot hook that the PCs ignored got his hands on a really cool sword during the adventure. Greedy players after lots of gold? Well, the resolution of the plot hook that they ignored included a ton of gold.
Allanon said:One thing I've noticed with some of (actually all) my players is that outside of D&D they can be rocket scientists as soon as they become their persona ingame their collective intelligence drops like a fat lady from the Eiffel Tower. Hints, foreshadowing, etc. nothing seems to register. On more than one occassion the urge you carefully resisted just took over with me and I *railroaded* them. Why? Simply because I feel that my players wanted to be railroaded.
EDIT: just to prevent people of misinterpreting me. If I do not railroad them they act like lost children, constantly discussing amongst themselves what to do now. I've lost a couple of sessions in which mostly nothing happened besides these discussions. After I tried railroading them they even told me they enjoyed the session more.
And in railroaded I mean storywise. I won't stop them from solving quests in their unique absurd ways. But I will basically use whatever means I have at my disposal (NPC's, Visions, Dreamquests, Hand-written notes, etc.) to imprint on them the direction the story needs to take. Maybe my players are a unique bunch but from the sound of the player you're describing it seems logical for me to conclude that he's the same type.
So you could either give him bigger hints, or just take him aside before or after a session and talk about his characters development. Maybe you'll find that the hints you've been giving have just not been registering with him.