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Players Completely Ignoring Adventure Hooks
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<blockquote data-quote="cmanos" data-source="post: 1921335" data-attributes="member: 25472"><p>Hmm....If I was an underling of a church and the High Priest commanded me not to follow him into something, I'd probably not go, risking insubordination and all. Then again, all depending on alignment and how the character is played...</p><p></p><p>Usually when things like this happen, I make things WORSE for the players.</p><p></p><p>In an early game in my campaign, the players discovered the inhabitants of a small mining town were under the influence of some 'shards of evil' that were implanted in their neck. The shards were pieces of a greater evil buried in the mine. After removing the shards from 10 people, they gave the shards to a local healer to take back to their boss. </p><p></p><p>Now these shards are evil and control minds.</p><p></p><p>And they gave 10 mind-controlling evil shards to the healer.</p><p></p><p>On the way back to their boss, they found her horse slaughtered and her wandering, covered in blood, in a near-catatonic state. Set up for Story arc 2. </p><p></p><p>If the players don't go along with what you want them to do, you have to railroad them sometimes, or make it worse if they don't do it. The next time they camp, have them attacked by unseelie fae and have one of the characters, perhaps the Champion of Helm, infected with some malignant fae majick. Nothing lights a fire under someone's character like the threat of a slow lingering death.</p></blockquote><p></p>
[QUOTE="cmanos, post: 1921335, member: 25472"] Hmm....If I was an underling of a church and the High Priest commanded me not to follow him into something, I'd probably not go, risking insubordination and all. Then again, all depending on alignment and how the character is played... Usually when things like this happen, I make things WORSE for the players. In an early game in my campaign, the players discovered the inhabitants of a small mining town were under the influence of some 'shards of evil' that were implanted in their neck. The shards were pieces of a greater evil buried in the mine. After removing the shards from 10 people, they gave the shards to a local healer to take back to their boss. Now these shards are evil and control minds. And they gave 10 mind-controlling evil shards to the healer. On the way back to their boss, they found her horse slaughtered and her wandering, covered in blood, in a near-catatonic state. Set up for Story arc 2. If the players don't go along with what you want them to do, you have to railroad them sometimes, or make it worse if they don't do it. The next time they camp, have them attacked by unseelie fae and have one of the characters, perhaps the Champion of Helm, infected with some malignant fae majick. Nothing lights a fire under someone's character like the threat of a slow lingering death. [/QUOTE]
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