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
*Dungeons & Dragons
Rejecting the Premise in a Module
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="Oofta" data-source="post: 8051437" data-attributes="member: 6801845"><p>I had a guy like that at one point as well. No matter what hook I set up, he would ignore it. Have a side-plot that <em>should</em> be right up his alley? He'd reject it. Building on fire and collapsing? He'd run in just to see if I'd kill his PC even though his PC had no reason to do so*.</p><p></p><p>It didn't make too much of a difference because I run a very sand-boxy game with a lot of improv, but eventually it got to the point where I'd throw things out now and then just to see how hard he'd twist to reject things. Like when he visited his clan (the PC was a dwarf) and they heard that the king was organizing a group to explore some lost ruins. He went to the king and told him he wasn't interested. The confused king pointed out that he hadn't asked for the PC's help. </p><p></p><p>The player literally laughed while gloating that he had ruined another story arc. He didn't last much longer after that but we should have just parted way then and there.</p><p></p><p>But back to the OP, I don't run modules for a reason. In my campaign the PCs would wander off and do what they want. Of course the allies of the NPC would be pissed and hunt them down but that's another story. If that meant that their home base burned to the ground because they didn't stop the invasion then it does. Actions or lack of actions have consequences.</p><p></p><p>But if I were playing a module I would just call a time out and decide what we wanted to do. Agreeing to play a module is a social contract and one I'd expect them to adhere to or at least discuss like adults. If they didn't like the campaign we'd discuss what they did want to do.</p><p>*Eventually it worked, I just had a hard time believing a player would have a PC that was so suicidal.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8051437, member: 6801845"] I had a guy like that at one point as well. No matter what hook I set up, he would ignore it. Have a side-plot that [I]should[/I] be right up his alley? He'd reject it. Building on fire and collapsing? He'd run in just to see if I'd kill his PC even though his PC had no reason to do so*. It didn't make too much of a difference because I run a very sand-boxy game with a lot of improv, but eventually it got to the point where I'd throw things out now and then just to see how hard he'd twist to reject things. Like when he visited his clan (the PC was a dwarf) and they heard that the king was organizing a group to explore some lost ruins. He went to the king and told him he wasn't interested. The confused king pointed out that he hadn't asked for the PC's help. The player literally laughed while gloating that he had ruined another story arc. He didn't last much longer after that but we should have just parted way then and there. But back to the OP, I don't run modules for a reason. In my campaign the PCs would wander off and do what they want. Of course the allies of the NPC would be pissed and hunt them down but that's another story. If that meant that their home base burned to the ground because they didn't stop the invasion then it does. Actions or lack of actions have consequences. But if I were playing a module I would just call a time out and decide what we wanted to do. Agreeing to play a module is a social contract and one I'd expect them to adhere to or at least discuss like adults. If they didn't like the campaign we'd discuss what they did want to do. *Eventually it worked, I just had a hard time believing a player would have a PC that was so suicidal. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Rejecting the Premise in a Module
Top