The PCs ditched the McGuffin...

Reynard

aka Ian Eller
Supporter
...giving it (of their own free will) to a very powerful, very evil dragon, no less.

I take this as a sign that the players really don't want to get drawn into a "save the world" kind of quest. They'd rather raid some tombs, make some cash, and move on to the next adventure.

And you know what? I'm cool with that. It is a fun way to play D&D, and if they are having fun *not* being saddled with world shaking responsibilities, then I'll have more fun, I think.

However, I am big on versimilitude. The McGuffin can't just disappear forever into the dragon's hoard, the bad guys hunting the PCs wouldn't just leave them unmolested, the good guys who were using the PCs to get the McGuffin are going to be mad, and the dragon who double crossed the PCs isn't just going to let them go with them knowing where the McGuffin really is.

Well, maybe I'll get lucky and they won't survive the escape and we can start over. :D
 

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Such consequences could take some time to develop. Especially if they involve activities off-screen. And in fact there might not be consequences for the PCs at all.

e.g. the bad guys find out that the PCs no longer have the McGuffin, and so they lose interest. The good guys find another group to try to get the McGuffin. The secret gets out quickly enough that there is no point in the dragon trying to kill the PCs to keep the secret. (Or else there are too many loose clues around to prevent it).

Eventually the good guys and/or bad guys converge on the dragon, and they mutually destroy each other- the McGuffin is lost in the ensuing cave-in, where it will remain for years and years until dug up by greedy dwarves. Just in time for your next campaign! Or else a lone survivor escapes with the McGuffin and goes into hiding. Only after the cave is dug up (without success) does the search widen; and then it focusses on those involved in the digging (did someone find it secretly?).

Anyway, by the time the McGuffin resurfaces, there will be a whole new cast of characters- bad guys, good guys, and maybe even PCs. In any event, there need be nothing to concern the PCs in the near run.

I don't think that would break verisimilitude. Having harsh "consequences" for the PCs smacks a little of a DM being mad that his railroading attempt didn't work- but I don't think that describes you at all.
 

I might drop one or two (at most) hints about the consequences to see if the PCs bite. If they don't, that's OK -- as you said, they can delve dungeons, which is a fine, fun way to play.

If they do bite, then maybe you can re-introduce the McGuffin, plus whatever complications have arisen.
 

Alternatively, at a later juncture the dragon makes the effort to gloat to them about how their actions have allowed it to Dooooooom the world!

Plus the bad guys won't believe that the PCs will have just given it away...

"Oh RIGHT, you gave it to the BAD-ASS DRAGON? You think we were born yesterday? You think we'll march up to the dragon and get fried? Hand it over now!"
 

If word gets around (and your group wouldn't get offended for real), have some fun later with their reputation as well. For example if the PCs commision someone to craft a magic item, have the person making it ask them, "Did you want to pick it up yourself, or should I just have it delivered right to the evil dragon?"
 


It'll take some time for either the good guys or the bad guys to catch up with the PCs. Both groups were able to interfere with the PCs because of the McGuffin -- they knew where it was all the time -- but since the PCs don't have it anymore, the groups will actually have to find the PCs the old fashioned way. This means it is okay to give the party a break for a while (and if they make an effort to keep there heads down, it could be a long break).

The dragon isn't likely to go after the PCs if they manage their escape from its domain. They aren't *that* important -- it ios just inconvenient to have the truth floating out there. But again, if the PCs pop up and involve themselves with the dragon or its interests, they'll likely find themselves in a heap of trouble.

I like the idea of "reserving" the McGuffin for a future campaign (my intent with this campaign setting is to use it for all future D&D games I run, regardless of edition, player group, etc... -- even to the point that i run one-shot and con games in it to flesh it out).

One problem I have though -- and I am kind anxious about how this is going shake out -- is that one of the PCs (a member of the "good guy" group) was vehemently against giving the McGuffin to the dragon -- like, coming to blows against. he wasn't there for yesterday's session (PCs 'fade into the background' a la Gamers: The Move if a player can't show). I don't know what the fallout is going to be.
 



Reynard said:
This means it is okay to give the party a break for a while [...] again, if the PCs pop up and involve themselves with the dragon or its interests, they'll likely find themselves in a heap of trouble.
I would let them know this out-of-game. I am a big believer in the idea that the game is a cooperative effort between the DM and the players, so the players should have the opportunity to direct the flow of the game.

If they want to hunker down and forget about the McGuffin for the remainder of this campaign, and they take reasonable precautions to do so, they should be allowed to succeed. Conversely, if they want to flaut the fact that they just screwed up the world by giving the McGuffin to the evil dragon, then they should be allowed to do that and suffer the consequences.

one of the PCs (a member of the "good guy" group) was vehemently against giving the McGuffin to the dragon -- like, coming to blows against.
I abhor intra-party fighting, but intra-party disagreement is OK. (As long as it doesn't lead to bad feelings.)

I have seen some parties use a kind of quid pro quo arrangement to handle this type of situation:

Player 1: "Sir Robin the Bold will only help you clear out the Tomb of Moldering Doom if you agree to help him reclaim the McGuffin of Power from the evil dragon."

Players 2, 3, 4: *grumble, grumble* "Oh all right. It's a deal."
 

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