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Players: it's your responsibility to carry a story.
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<blockquote data-quote="ArghMark" data-source="post: 5291024" data-attributes="member: 83266"><p>Hmm.. Can't say I've personally had this issue. I've had passive players before but even they know a hook when its biting. </p><p></p><p>Personally interested players might be the key. If I have an adventure the players should be wanting to play it; why are they buggering around in some tavern? I hit them with a plot hook, especially if they are dithering. All the stuff with sandbox/railroad I don't much care about to be honest; things just happen. For instance, somebody attacks them or a person in the inn. (Children are great to be kidnapped for instance.)</p><p></p><p>Example: You and your mates are having a couple of quick drinks in the tavern when you notice a fellow pay the innkeep a few copper and pass over a message, which he puts up on a board. Having a quick look you see there are some 'Wanted!' messages and the usual village messages, but the latest message is interesting. It says 'Hardy folks willing to swing a sword or cast a spell wanted for high paying work. Must not be adverse to danger. See Grimauld the Sage for more information. 10 Gold to start, 90 on completion for each member, maximum (Party size + 1).</p><p></p><p>If they ignore it, they spend a few days drinking and then the goblins attack the inn, kidnapping Grimauld the Sage. If they ignore that, ask them what they are playing for.</p><p></p><p></p><p>The GM must make things obvious. It is the players duty to take the hook, but the GM has the responsibility too. </p><p></p><p></p><p></p><p>Another example - stray cat from before. Players can't ignore a cat when it comes up and scratches them and steals their purse for instance.</p></blockquote><p></p>
[QUOTE="ArghMark, post: 5291024, member: 83266"] Hmm.. Can't say I've personally had this issue. I've had passive players before but even they know a hook when its biting. Personally interested players might be the key. If I have an adventure the players should be wanting to play it; why are they buggering around in some tavern? I hit them with a plot hook, especially if they are dithering. All the stuff with sandbox/railroad I don't much care about to be honest; things just happen. For instance, somebody attacks them or a person in the inn. (Children are great to be kidnapped for instance.) Example: You and your mates are having a couple of quick drinks in the tavern when you notice a fellow pay the innkeep a few copper and pass over a message, which he puts up on a board. Having a quick look you see there are some 'Wanted!' messages and the usual village messages, but the latest message is interesting. It says 'Hardy folks willing to swing a sword or cast a spell wanted for high paying work. Must not be adverse to danger. See Grimauld the Sage for more information. 10 Gold to start, 90 on completion for each member, maximum (Party size + 1). If they ignore it, they spend a few days drinking and then the goblins attack the inn, kidnapping Grimauld the Sage. If they ignore that, ask them what they are playing for. The GM must make things obvious. It is the players duty to take the hook, but the GM has the responsibility too. Another example - stray cat from before. Players can't ignore a cat when it comes up and scratches them and steals their purse for instance. [/QUOTE]
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