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Please help me understand my players.
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<blockquote data-quote="Byrons_Ghost" data-source="post: 764407" data-attributes="member: 7396"><p>This sounds like a mystery type of adventure, am I right? A lot of players have trouble with mysteries- they tend to overcomplicate things and don't follow the right clues. Gamers are creative people, and nowhere is that creativity more evident than when they're trying to puzzle out a plot. The "solution" they'll come up with will be far better than anything the DM ever thought of...</p><p></p><p>What are these modules, anyhow? They sound a lot like the Freeport series.</p><p></p><p>I'm curious as to how your last game went, especially with regards to RP. It seems like this one is heavy on the RP also, but that everyone is going in different directions with the RP. You mentioned the players wanting more action, that could be why they're attacking everything in sight. Also, there's intrigue. The lack of an overt threat really makes players paranoid, because there's far more chance they'll loose their characters if they can't prepare for the encounter beforehand. Try giving them something obvious to channel their energies on. It seems that the dungeon you had ready was to be that, but they stumbled around it. Sometimes a little GM fiat is needed- for example if during the battle with the one NPC that came out, someone crashed through the floor and found the entrance to the dungeon, then they would know where to explore.</p><p></p><p>It sounds like the rogue is responsible for a lot of this "extra rp". You may need to tell the character to tone it down somewhat- especially if it's clear that the rest of the group is getting tired of it. Also, don't be afraid to tell them that something doesn't matter, or that they find nothing of interest. It's true that every person in the city is going to be an individual, and have their own story, but if the players aren't able to focus on what's important then try to help them. After they meet the twentieth shopkeeper called "Bob" who has no family or outside influences, then they may get the hint that the person is not worth investigating.</p><p></p><p>It does sound the like the group isn't really wanting to go the same way as you. I would definately consider moving the game to the wilderness- ask the players what they think, or what they'd like to have happen. Chances are they don't really have any idea where to proceed in the current plot and would be better off with a dungeon in the wilderness and a base town full of nice, normal NPCs with no particular backgrounds.</p><p></p><p>All this is if you want to be nice (and I assume you do). If you want to be mean, try to whip them back into shape:</p><p></p><p>1. They can't go around town and antagonize everyone they meet. Eventually, people are going to start to talk, and some might form groups and complain to the NPC patron, local sheriff, etc. This could result in the loss of the job, which could get them out of town. At the very least, people will not be willing to deal with them and they may find themselves refused services at various places- especially if their inn rooms keep getting trashed by attacks every night.</p><p></p><p>2. This "investigating" sounds an awful lot like spying on people, breaking into their homes, and other illegal activities. They could get caught doing some of this- especially the rogue. How law & order is handled varies by the campaign, of course. If someone spends some time in jail, it might be useful to have an NPC (such as a kindly old cleric on ministerial duty) interview them and find out where they strayed. They could then explain everything they've been doing, and you the GM, through the NPC, could explain why they don't need to spy one and intimidate every single bootblack who has the misfortune to cross their paths.</p><p></p><p>3. Drowning? I have to say I'm with Sagan on this one. Unless this was some sort of deranged cultist (and it doesn't sound that way), then I would count this as evil. That body, dumped overboard, could easily wash up somewhere. And it doesn't take a lot of divine magic to speak with dead and find out who killed him. This is an option to come down a lot harder on the PCs, legally speaking. It could also be a way to get them out of the city, on a ship to a penal colony. Prisonbreaks can be fun. I've always wanted to cross one with the Ravenloft adventure, "Night of the Walking Dead"....</p><p></p><p>4. Raymond Chandler once said "When things get slow, have two guys come through the door with guns". You tried this already, but weren't mean enough. In the PI novels Chandler was talking about, the detective gets the crap kicked out of him on a fairly regular basis. Next time the cultists attack, have them barely leave the pcs alive. This will encourage them to find the cult more quickly (ie ignore inconsequential NPCs) or get out of town- either way, problem solved. From the sound of things, it's not as if the party should be too hard to track down, since they antagonize everyone they meet. I'd be willing the bet the cult can figure out which members can do what, also, and can plan their tactics accordingly.</p><p></p><p>Like I said, these are the "evil" options for when the PCs finally cross the line. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> You're probably better off just seeing if they want to go to the wilderness or not. Or, if they want to continue, hand them everything on a silver platter- they'll probably just be convince that all their "hard work" has finally paid off. Also, don't be afraid to retcon things, as long as you don't let the players know. If they come up with something close to solving the mystery, tweak a few of the details to fit with their story, and they'll never know the difference.</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 764407, member: 7396"] This sounds like a mystery type of adventure, am I right? A lot of players have trouble with mysteries- they tend to overcomplicate things and don't follow the right clues. Gamers are creative people, and nowhere is that creativity more evident than when they're trying to puzzle out a plot. The "solution" they'll come up with will be far better than anything the DM ever thought of... What are these modules, anyhow? They sound a lot like the Freeport series. I'm curious as to how your last game went, especially with regards to RP. It seems like this one is heavy on the RP also, but that everyone is going in different directions with the RP. You mentioned the players wanting more action, that could be why they're attacking everything in sight. Also, there's intrigue. The lack of an overt threat really makes players paranoid, because there's far more chance they'll loose their characters if they can't prepare for the encounter beforehand. Try giving them something obvious to channel their energies on. It seems that the dungeon you had ready was to be that, but they stumbled around it. Sometimes a little GM fiat is needed- for example if during the battle with the one NPC that came out, someone crashed through the floor and found the entrance to the dungeon, then they would know where to explore. It sounds like the rogue is responsible for a lot of this "extra rp". You may need to tell the character to tone it down somewhat- especially if it's clear that the rest of the group is getting tired of it. Also, don't be afraid to tell them that something doesn't matter, or that they find nothing of interest. It's true that every person in the city is going to be an individual, and have their own story, but if the players aren't able to focus on what's important then try to help them. After they meet the twentieth shopkeeper called "Bob" who has no family or outside influences, then they may get the hint that the person is not worth investigating. It does sound the like the group isn't really wanting to go the same way as you. I would definately consider moving the game to the wilderness- ask the players what they think, or what they'd like to have happen. Chances are they don't really have any idea where to proceed in the current plot and would be better off with a dungeon in the wilderness and a base town full of nice, normal NPCs with no particular backgrounds. All this is if you want to be nice (and I assume you do). If you want to be mean, try to whip them back into shape: 1. They can't go around town and antagonize everyone they meet. Eventually, people are going to start to talk, and some might form groups and complain to the NPC patron, local sheriff, etc. This could result in the loss of the job, which could get them out of town. At the very least, people will not be willing to deal with them and they may find themselves refused services at various places- especially if their inn rooms keep getting trashed by attacks every night. 2. This "investigating" sounds an awful lot like spying on people, breaking into their homes, and other illegal activities. They could get caught doing some of this- especially the rogue. How law & order is handled varies by the campaign, of course. If someone spends some time in jail, it might be useful to have an NPC (such as a kindly old cleric on ministerial duty) interview them and find out where they strayed. They could then explain everything they've been doing, and you the GM, through the NPC, could explain why they don't need to spy one and intimidate every single bootblack who has the misfortune to cross their paths. 3. Drowning? I have to say I'm with Sagan on this one. Unless this was some sort of deranged cultist (and it doesn't sound that way), then I would count this as evil. That body, dumped overboard, could easily wash up somewhere. And it doesn't take a lot of divine magic to speak with dead and find out who killed him. This is an option to come down a lot harder on the PCs, legally speaking. It could also be a way to get them out of the city, on a ship to a penal colony. Prisonbreaks can be fun. I've always wanted to cross one with the Ravenloft adventure, "Night of the Walking Dead".... 4. Raymond Chandler once said "When things get slow, have two guys come through the door with guns". You tried this already, but weren't mean enough. In the PI novels Chandler was talking about, the detective gets the crap kicked out of him on a fairly regular basis. Next time the cultists attack, have them barely leave the pcs alive. This will encourage them to find the cult more quickly (ie ignore inconsequential NPCs) or get out of town- either way, problem solved. From the sound of things, it's not as if the party should be too hard to track down, since they antagonize everyone they meet. I'd be willing the bet the cult can figure out which members can do what, also, and can plan their tactics accordingly. Like I said, these are the "evil" options for when the PCs finally cross the line. :D You're probably better off just seeing if they want to go to the wilderness or not. Or, if they want to continue, hand them everything on a silver platter- they'll probably just be convince that all their "hard work" has finally paid off. Also, don't be afraid to retcon things, as long as you don't let the players know. If they come up with something close to solving the mystery, tweak a few of the details to fit with their story, and they'll never know the difference. [/QUOTE]
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