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<blockquote data-quote="Water Bob" data-source="post: 5327362" data-attributes="member: 92305"><p>Understood. My point is that then answer is not to tell them to have more gumption, but to figure a way to motivate them through the game.</p><p> </p><p>Let's say the PCs are in the local pub. You want them to stumble on the bounty announced to track down some bandit goblins. You start the game...</p><p> </p><p><span style="color: green">GM: OK, you drain your pints. What do you want to do?</span></p><p> </p><p><span style="color: green">Adam: What should we do?</span></p><p> </p><p><span style="color: green">GM: I don't now...why not get up, look around. See if there's any work?</span></p><p> </p><p>That's the way you are describing your game and problem. My suggestion is to do something like this.</p><p> </p><p><span style="color: green">GM: One of you have a pint. Man, it's good--just what you need on this humid day. The leather from your armor is hot. Another one would really quench your thirst. You look up and see the barkeep cleaning mugs from a table.</span></p><p> </p><p><span style="color: green">Adam: I wave him down for another.</span></p><p> </p><p><span style="color: green">GM: He nods and brings one to you, then stands there for payment. It's 3 copper.</span></p><p> </p><p><span style="color: green">Adam: I pay him.</span></p><p> </p><p><span style="color: green">GM: You go for your purse, but it's not there! You've been ripped off! The barkeep glares at you, snatches the ale back, and walks back with it to the bar, mumbling under his breath. You can't hear what he says.</span></p><p> </p><p> </p><p><span style="color: white">See, the situation is the same, but in the second example, the GM motivates the player through the game. The GM hasn't said anything at all about getting the bounty and going after the gobbies, but the player will get there naturally. He'll need money. First, he'll be peeved about the loss of coin, and when his efforts turn to naught in his search for the thief who stole his purse (or not, if you want to turn this into an adventure), the player will not have any money and then start looking for a way to get some. That's when you will let him know that he notices the bounty parchment nailed to the wall.</span></p></blockquote><p></p>
[QUOTE="Water Bob, post: 5327362, member: 92305"] Understood. My point is that then answer is not to tell them to have more gumption, but to figure a way to motivate them through the game. Let's say the PCs are in the local pub. You want them to stumble on the bounty announced to track down some bandit goblins. You start the game... [COLOR=green]GM: OK, you drain your pints. What do you want to do?[/COLOR] [COLOR=green][/COLOR] [COLOR=green]Adam: What should we do?[/COLOR] [COLOR=green][/COLOR] [COLOR=green]GM: I don't now...why not get up, look around. See if there's any work?[/COLOR] That's the way you are describing your game and problem. My suggestion is to do something like this. [COLOR=green]GM: One of you have a pint. Man, it's good--just what you need on this humid day. The leather from your armor is hot. Another one would really quench your thirst. You look up and see the barkeep cleaning mugs from a table.[/COLOR] [COLOR=green][/COLOR] [COLOR=green]Adam: I wave him down for another.[/COLOR] [COLOR=green][/COLOR] [COLOR=green]GM: He nods and brings one to you, then stands there for payment. It's 3 copper.[/COLOR] [COLOR=green][/COLOR] [COLOR=green]Adam: I pay him.[/COLOR] [COLOR=green][/COLOR] [COLOR=green]GM: You go for your purse, but it's not there! You've been ripped off! The barkeep glares at you, snatches the ale back, and walks back with it to the bar, mumbling under his breath. You can't hear what he says.[/COLOR] [COLOR=#008000][/COLOR] [COLOR=#008000][/COLOR] [COLOR=white]See, the situation is the same, but in the second example, the GM motivates the player through the game. The GM hasn't said anything at all about getting the bounty and going after the gobbies, but the player will get there naturally. He'll need money. First, he'll be peeved about the loss of coin, and when his efforts turn to naught in his search for the thief who stole his purse (or not, if you want to turn this into an adventure), the player will not have any money and then start looking for a way to get some. That's when you will let him know that he notices the bounty parchment nailed to the wall.[/COLOR] [/QUOTE]
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