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<blockquote data-quote="onedtwelve" data-source="post: 5679810" data-attributes="member: 6671274"><p>Getting PCs the change is a hard one to do. I've never really even tried to pull it off.</p><p></p><p>Getting them to care can be a bit easier. I usually like to take a little time to introduce the quest and give them time to become intimate (in a sense) with the object of the quest. Maybe have them protect it once before, if only from something small. Or have a few interactions with it. Then when it's gone and they must retrieve it, they'll know it a little better. If that isn't quite enough, I make it important by default. A magical sword in a world without magic is important, a magical sword in a world where every adventurer has a magical sword isn't quite so much. There's also the easy one--kids are always important, especially if they're likeable.</p><p></p><p>Then you can add the cherry on top and make sure the NPCs drill in how important the object of the quest is. Have conversations where they casually bring up how great it is or something. That way the PCs can see from all sides how much it means to the world.</p><p></p><p>Then, when they're going after it, have it always just out of their reach for that extra temptation. The thieves <em>just</em> left an hour ago, you might be able to catch up if you hurry, too bad you can't hurry because of wall, maybe next time. That will keep them going, but don't use it too often or it gets old and annoying.</p><p></p><p>To make a PC change his or her attitude can be a bit trickier. Maybe you could allow them to act on instinct and see that the results are bad, but when they act out of character the results are good, thus causing a change. It can be subtle or direct, I suppose. I've never tried it before, but it's traditional conditioning techniques. It can be especially good with the hardened Paladin type who's set in her ways and won't see things any other way. Make sure the situations apply to your story and to the end so that the changes will be a big part of defeating the BBEG; otherwise, they are a bit pointless.</p></blockquote><p></p>
[QUOTE="onedtwelve, post: 5679810, member: 6671274"] Getting PCs the change is a hard one to do. I've never really even tried to pull it off. Getting them to care can be a bit easier. I usually like to take a little time to introduce the quest and give them time to become intimate (in a sense) with the object of the quest. Maybe have them protect it once before, if only from something small. Or have a few interactions with it. Then when it's gone and they must retrieve it, they'll know it a little better. If that isn't quite enough, I make it important by default. A magical sword in a world without magic is important, a magical sword in a world where every adventurer has a magical sword isn't quite so much. There's also the easy one--kids are always important, especially if they're likeable. Then you can add the cherry on top and make sure the NPCs drill in how important the object of the quest is. Have conversations where they casually bring up how great it is or something. That way the PCs can see from all sides how much it means to the world. Then, when they're going after it, have it always just out of their reach for that extra temptation. The thieves [i]just[/i] left an hour ago, you might be able to catch up if you hurry, too bad you can't hurry because of wall, maybe next time. That will keep them going, but don't use it too often or it gets old and annoying. To make a PC change his or her attitude can be a bit trickier. Maybe you could allow them to act on instinct and see that the results are bad, but when they act out of character the results are good, thus causing a change. It can be subtle or direct, I suppose. I've never tried it before, but it's traditional conditioning techniques. It can be especially good with the hardened Paladin type who's set in her ways and won't see things any other way. Make sure the situations apply to your story and to the end so that the changes will be a big part of defeating the BBEG; otherwise, they are a bit pointless. [/QUOTE]
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