Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Players Completely Ignoring Adventure Hooks
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sammael" data-source="post: 1919167" data-attributes="member: 4475"><p>The thread title is pretty self-explanatory, I guess. </p><p></p><p>Let me first state that I do not have a problem when players ignore some (or even all) of my plot hooks. When I have the time, I make sure to prepare a few side scenarios that I can plug in whenever the session goes in a direction different from what I envisioned. The structure of my campaign is such that there is a central storyline (somewhat of a metaplot) that the players are aware of and want something to do about, but do not yet have the resources and knowledge; aside from the central storyline, I try to create sidequests that tie directly to the PCs' abilities, backgrounds, and interests. This usually seems to work well. However, last session I ran into a problem.</p><p></p><p>Here's the background. One of the players is playing a fighter/devoted defender/cleric/divine champion of Helm, the LN Forgotten Realms god of protection, guardians, and vigilance. Now, in the usual circumstances, I'd describe him as a "casual player." He likes to tag along, his character doesn't talk much, and he is (usually) perfectly satisfied following the rest of the party wherever they go. There have been a few situations when he raised an opinion (perhaps after I gently pushed him along), mostly concerning upholding the laws and such. </p><p></p><p>However, the campaign has been going on for two and a half years (it started in April, 2002), and he has probably missed the least sessions of all players. He seems to be enjoying the storyline. I've tried making a few character-based plot hooks for him, but nothing major so far. Until now.</p><p></p><p>Upon becoming a divine champion, I declared that he received a vision from Helm in which he was bidden to make a pilgrimage to three different temples. Keeping in line with Helm's views on responsibility and such, he was told that he shouldn't abandon any other tasks in order to perform the pilgrimage. Two sessions ago, the party was near one of the temples (Helm's Hold near Neverwinter Wood) and, since they didn't have any other major plans, they decided to go there. He spent the night in prayer, expecting another vision, but there wasn't one (I didn't feel like railroading him THAT much). Instead, in the morning, he overheard a patrol reporting to Dumal Erard, the temple's founder and high priest, that one of the patrols that entered the forest last night did not return. My player reacted and inquired about the event, and was told that a double-strength patrol was sent out to investigate and that he will be informed of the search results.</p><p></p><p>Some time later, the high priest summons him and his friends and notifies them that the first patrol is missing without a trace, their tracks leading to a clearing within the forest and them simply disappearing, without any signs of struggle or hints as to how they disappeared. They cannot be contacted through magic, and there are no known portals or significant monsters in that part of the wood. The high priest orders the PC to go and investigate.</p><p></p><p>So, the party leaves and enters the forest. On their way, they discover a ley line leading into the same direction as the path the missing patrol took. When they reach the clearing, they ("they" meaning spellcasters with <em>detect magic</em> and <em>arcane sight</em>) see a nexus from which the ley lines spread in a star pattern. After using several divinations, they discover that the nexus is the point where the Plane of Faerie touches the Prime Material, and that, at night, the two become coexistant, allowing creatures to travel back and fourth, and capturing unwary creatures on the Plane of Faerie once the connections are weakened (in the morning).</p><p></p><p>At this point, the players vote on what to do. CN halfling rogue flat-out refuses to go there (but this is not the first time this has happened, and his opinion can be swayed with promises of treasure and/or food). N human enchanter doesn't like the idea of going there. N(G) moon elf monk is pretty ambivalent but insists that, should they go, he should be the leader since he is the only party member who speaks Sylvan. NG human cleric of Selune (party leader) is ready to go but says it's the divine champion's decision. NG sun elf wizard is psyched about it and wants to go. So, the opinions are about 50:50. </p><p></p><p>And the "protagonist" suggests that they should go back and report their finding to the temple.</p><p></p><p>OK, a perfectly fine, if aggravating, LN choice. They go back and report their findings. Rogue and echanter keep hinting how Helm's clergy do not matter to them at all, and how they should protect their own, not ask outsiders to help them. At this point, I have the high priest (an elderly man) thank the party for their effort and declare that he is responsible for his missing clergy members and will personally go to the forest at night and try to enter the Plane of Faerie in order to get them back. The two NG PCs are shocked. Rogue and enchanter gloat. Monk is still ambivalent.</p><p></p><p>And the divine champion... says nothing. I wait a few seconds, and then have the high priest explicitly command the divine champion <em>not to go with him</em> and then dismisses the party. </p><p></p><p>The party leaves for Waterdeep. End of missed plot hook.</p><p></p><p>In the end, I awarded the party <em>zero</em> experience for this part of the session, since they did not learn anything from the experience, and the resources they expended (spells and such) were insignificant and were available to the party six character levels ago (they are now level 13/14). </p><p></p><p>What would you have done differently? Should I be bothered? How can I better motivate the divine champion's player? I am at a loss as to what more I could have done, other than flat-out railroad him by giving him orders via a divine vision.</p></blockquote><p></p>
[QUOTE="Sammael, post: 1919167, member: 4475"] The thread title is pretty self-explanatory, I guess. Let me first state that I do not have a problem when players ignore some (or even all) of my plot hooks. When I have the time, I make sure to prepare a few side scenarios that I can plug in whenever the session goes in a direction different from what I envisioned. The structure of my campaign is such that there is a central storyline (somewhat of a metaplot) that the players are aware of and want something to do about, but do not yet have the resources and knowledge; aside from the central storyline, I try to create sidequests that tie directly to the PCs' abilities, backgrounds, and interests. This usually seems to work well. However, last session I ran into a problem. Here's the background. One of the players is playing a fighter/devoted defender/cleric/divine champion of Helm, the LN Forgotten Realms god of protection, guardians, and vigilance. Now, in the usual circumstances, I'd describe him as a "casual player." He likes to tag along, his character doesn't talk much, and he is (usually) perfectly satisfied following the rest of the party wherever they go. There have been a few situations when he raised an opinion (perhaps after I gently pushed him along), mostly concerning upholding the laws and such. However, the campaign has been going on for two and a half years (it started in April, 2002), and he has probably missed the least sessions of all players. He seems to be enjoying the storyline. I've tried making a few character-based plot hooks for him, but nothing major so far. Until now. Upon becoming a divine champion, I declared that he received a vision from Helm in which he was bidden to make a pilgrimage to three different temples. Keeping in line with Helm's views on responsibility and such, he was told that he shouldn't abandon any other tasks in order to perform the pilgrimage. Two sessions ago, the party was near one of the temples (Helm's Hold near Neverwinter Wood) and, since they didn't have any other major plans, they decided to go there. He spent the night in prayer, expecting another vision, but there wasn't one (I didn't feel like railroading him THAT much). Instead, in the morning, he overheard a patrol reporting to Dumal Erard, the temple's founder and high priest, that one of the patrols that entered the forest last night did not return. My player reacted and inquired about the event, and was told that a double-strength patrol was sent out to investigate and that he will be informed of the search results. Some time later, the high priest summons him and his friends and notifies them that the first patrol is missing without a trace, their tracks leading to a clearing within the forest and them simply disappearing, without any signs of struggle or hints as to how they disappeared. They cannot be contacted through magic, and there are no known portals or significant monsters in that part of the wood. The high priest orders the PC to go and investigate. So, the party leaves and enters the forest. On their way, they discover a ley line leading into the same direction as the path the missing patrol took. When they reach the clearing, they ("they" meaning spellcasters with [i]detect magic[/i] and [i]arcane sight[/i]) see a nexus from which the ley lines spread in a star pattern. After using several divinations, they discover that the nexus is the point where the Plane of Faerie touches the Prime Material, and that, at night, the two become coexistant, allowing creatures to travel back and fourth, and capturing unwary creatures on the Plane of Faerie once the connections are weakened (in the morning). At this point, the players vote on what to do. CN halfling rogue flat-out refuses to go there (but this is not the first time this has happened, and his opinion can be swayed with promises of treasure and/or food). N human enchanter doesn't like the idea of going there. N(G) moon elf monk is pretty ambivalent but insists that, should they go, he should be the leader since he is the only party member who speaks Sylvan. NG human cleric of Selune (party leader) is ready to go but says it's the divine champion's decision. NG sun elf wizard is psyched about it and wants to go. So, the opinions are about 50:50. And the "protagonist" suggests that they should go back and report their finding to the temple. OK, a perfectly fine, if aggravating, LN choice. They go back and report their findings. Rogue and echanter keep hinting how Helm's clergy do not matter to them at all, and how they should protect their own, not ask outsiders to help them. At this point, I have the high priest (an elderly man) thank the party for their effort and declare that he is responsible for his missing clergy members and will personally go to the forest at night and try to enter the Plane of Faerie in order to get them back. The two NG PCs are shocked. Rogue and enchanter gloat. Monk is still ambivalent. And the divine champion... says nothing. I wait a few seconds, and then have the high priest explicitly command the divine champion [i]not to go with him[/i] and then dismisses the party. The party leaves for Waterdeep. End of missed plot hook. In the end, I awarded the party [i]zero[/i] experience for this part of the session, since they did not learn anything from the experience, and the resources they expended (spells and such) were insignificant and were available to the party six character levels ago (they are now level 13/14). What would you have done differently? Should I be bothered? How can I better motivate the divine champion's player? I am at a loss as to what more I could have done, other than flat-out railroad him by giving him orders via a divine vision. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Players Completely Ignoring Adventure Hooks
Top