Baldurs_Underdark
Hero
As a DM, I am running into the problem that I don't know how to keep the players to a contract?
In two cases, there is an NPC with knowledge of an item/loot, who would prefer the players to get this for him because its dangerous. Party gets big reward, NPC also benefits. Everybody wins, right? Except, this is D&D, and the party can just run away with all the loot and items, and never give anything to the NPC.
I don't want to railroad this, but I do want to have a smart way to keep the players from running away with everything. If the contract is clear up front, it won't feel too much like railroading (I hope), while it does give me a little control. Let's not discuss the concept of railroading too much here, and focus on smart tricks to keep players to a contract.
So far, I came up with the following ideas:
Are there any other practical ways to at least try to prevent the players from breaking contract and running off with all the loot and magic items without consequence? This doesn't need to be RAW or even a method/item described in the DMG. Anything creative is welcome.
In two cases, there is an NPC with knowledge of an item/loot, who would prefer the players to get this for him because its dangerous. Party gets big reward, NPC also benefits. Everybody wins, right? Except, this is D&D, and the party can just run away with all the loot and items, and never give anything to the NPC.
I don't want to railroad this, but I do want to have a smart way to keep the players from running away with everything. If the contract is clear up front, it won't feel too much like railroading (I hope), while it does give me a little control. Let's not discuss the concept of railroading too much here, and focus on smart tricks to keep players to a contract.
So far, I came up with the following ideas:
- Allow the players to do what they want, and have the NPC believe them... if they roll high enough on Persuasion (pretty much only a 19 or 20 on the D20). If this happens, too bad for me as DM. I'll have to deal with it.
- Since they are likely to fail the Persuasion, the NPC will offer that the players pay up front for the information. Players are unlikely to have enough cash, and probably won't trust the NPC enough anyway.
- If the players won't pay, the NPC will offer that they all enter a Zone of Truth, and explain their intentions through multiple questions. Works if they are honest, which the NPC is, but probably will lead to no contract at all because I doubt that the players are 100% honest (although it may be hilarious).
- I am considering to invent a magical ring or armband which (one of) the players cannot remove, and which the NPC can locate from a distance. This way if the players betray the NPC and run off with all the loot, at least the NPC can track them down. Could lead to an interesting storyline by itself if the players choose to betray the NPC anyway.
Are there any other practical ways to at least try to prevent the players from breaking contract and running off with all the loot and magic items without consequence? This doesn't need to be RAW or even a method/item described in the DMG. Anything creative is welcome.
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