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Rejecting the Premise in a Module
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<blockquote data-quote="MGibster" data-source="post: 8052079" data-attributes="member: 4534"><p>I think we've all run into players who don't want to engage with the adventure in front of them for one reason or another. For the most part, I haven't found it to be "bad faith" on the part of the players so much as it's been different expectations. </p><p></p><p>In the last Deadlands Hell on Earth (post apocalyptic future) campaign I ran, the PCs were citizens of Junkyard (Salt Lake City), and were in Vegas where they discovered evidence that their two biggest enemies, the mutants of Vegas and the Black Hats of Denver, were collaborating. This news is of vital importance to Junktown as it has serious implications for the viability of their continued survival, also, the PCs could clearly see the Black Hats were collecting prisoners likely for slave labor. Their response? "That's not what we're here for," and ignored it. </p><p></p><p>What I learned? I learned that I have a reputation as a PC killer in Deadlands (I'll cop to that), which makes some of the players hesitant to risk their characters when they don't see any concrete chance of material gain for them. I also learned that when given a mission, my players will make a beeline towards that objective and ignore anything else unless it's going to interfere. This happens in other game I run for them as well. And finally, I realized that most of my players have no interest in running heroic characters. They're motivated by more mercenary concerns. </p><p></p><p>As a GM I needed to change some of my assumptions. I assume PCs are going to be somewhat heroic in that they'll help people who are in trouble even if they don't see any immediate tangible benefit for doing so. I had to meet them halfway and give them reasons to be invested in the adventure.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8052079, member: 4534"] I think we've all run into players who don't want to engage with the adventure in front of them for one reason or another. For the most part, I haven't found it to be "bad faith" on the part of the players so much as it's been different expectations. In the last Deadlands Hell on Earth (post apocalyptic future) campaign I ran, the PCs were citizens of Junkyard (Salt Lake City), and were in Vegas where they discovered evidence that their two biggest enemies, the mutants of Vegas and the Black Hats of Denver, were collaborating. This news is of vital importance to Junktown as it has serious implications for the viability of their continued survival, also, the PCs could clearly see the Black Hats were collecting prisoners likely for slave labor. Their response? "That's not what we're here for," and ignored it. What I learned? I learned that I have a reputation as a PC killer in Deadlands (I'll cop to that), which makes some of the players hesitant to risk their characters when they don't see any concrete chance of material gain for them. I also learned that when given a mission, my players will make a beeline towards that objective and ignore anything else unless it's going to interfere. This happens in other game I run for them as well. And finally, I realized that most of my players have no interest in running heroic characters. They're motivated by more mercenary concerns. As a GM I needed to change some of my assumptions. I assume PCs are going to be somewhat heroic in that they'll help people who are in trouble even if they don't see any immediate tangible benefit for doing so. I had to meet them halfway and give them reasons to be invested in the adventure. [/QUOTE]
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