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<blockquote data-quote="innerdude" data-source="post: 6023250" data-attributes="member: 85870"><p>The <a href="http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1" target="_blank">#1</a> thing you can do is to give your players something interesting to do, <em>and have them be accountable to someone in the game world for its success or failure.</em> And if they don't like feel like being accountable to anyone, then in most cases, someone on the world will take it upon themselves to MAKE the party accountable. To most governments, adventurers without loyalties or affiliations are little better than scoundrels and outlaws. </p><p></p><p>One of the things I've noticed about the Pathfinder Adventure Paths (love them or hate them) is that they provide very distinct <em>psychological</em> hooks for players, and not just "adventure" ones. </p><p></p><p>The best way I've found to get players more involved with the world is to help them realize that <em>the world expects things from them</em>, both in a general sense, and a specific sense.</p><p></p><p>Most of my players have never really cared about "the world," per se. Hell, I've played with groups that only knew the name "Waterdeep" because we've played the board game. Players aren't interested in interacting with "Golarion," or "Eberron," or even "Gray's Gracious Guild of Mages of the City of Googloth."</p><p></p><p>But most of the time, when someone in the world <em>expects</em> something from them, they're forced to make a decision. They either do something about it, or ignore it, but in either case, there's always consequences. </p><p></p><p>Don't force anything on your players, as others have stated. But there's lots of small, subtle things you can do to help them realize that this world is watching them and reacting to them. If that element isn't in place, players aren't likely to do anything to react back to it. If what they do doesn't matter to the <em>people</em> in the game world, then they have no reason to interact with the NPCs or the world they inhabit.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6023250, member: 85870"] The [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] thing you can do is to give your players something interesting to do, [I]and have them be accountable to someone in the game world for its success or failure.[/I] And if they don't like feel like being accountable to anyone, then in most cases, someone on the world will take it upon themselves to MAKE the party accountable. To most governments, adventurers without loyalties or affiliations are little better than scoundrels and outlaws. One of the things I've noticed about the Pathfinder Adventure Paths (love them or hate them) is that they provide very distinct [I]psychological[/I] hooks for players, and not just "adventure" ones. The best way I've found to get players more involved with the world is to help them realize that [I]the world expects things from them[/I], both in a general sense, and a specific sense. Most of my players have never really cared about "the world," per se. Hell, I've played with groups that only knew the name "Waterdeep" because we've played the board game. Players aren't interested in interacting with "Golarion," or "Eberron," or even "Gray's Gracious Guild of Mages of the City of Googloth." But most of the time, when someone in the world [I]expects[/I] something from them, they're forced to make a decision. They either do something about it, or ignore it, but in either case, there's always consequences. Don't force anything on your players, as others have stated. But there's lots of small, subtle things you can do to help them realize that this world is watching them and reacting to them. If that element isn't in place, players aren't likely to do anything to react back to it. If what they do doesn't matter to the [I]people[/I] in the game world, then they have no reason to interact with the NPCs or the world they inhabit. [/QUOTE]
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