Fedifensor
Explorer
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.
After three of four times of this happening and the players will be falling over themselves to chase down any leads.
Actually, there's another way to do this, that's a bit more realistic. Put your side plots on a timeline. If the players don't intervene, the bad guys move further along in their plots, and the next encounter with them is tougher.
So, in the example given by the original poster, wait a few months, then have an urgent message come from a priest of Helm, saying that the temple they visited two months ago has disappeared, and there is a large dimensional rift where the temple used to be (a much larger version of the previous one). If the players take the hook this time, they'll discover that their inaction the previous time got a lot of people killed, because it turned out to be more than the NPC's could handle.
Moral of the story: the PC's are heroes, not the NPC's. If they don't act like heroes, no one else is going to take up the slack for them.
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