Tymophil
Explorer
May I suggest that you add some new ingredients to their experience of adventuring?Ok so we have had a problem in my Tuesday night game for almost 5 years now.
We start a game/campaign strong. We have some great adventures, then at some random point the players just stop adventuring.
Different goals: Maybe, for once, they to need to overcome an opposition, but rather…
- … gather information to decide wisely on a difficult matter.
- … avoid being killed… Somebody tries to kill them on a regular basis, and they need to find out why.
Different kind of challenges:
- Riddles to solve.
- Crime scenes to investigate.
- Prophecies to decipher.
- Messages to decode.
- Perilous places, but without any monster: traps, hazards, underwater passages, cliffs, etc.
Different evolution during the campaign:
- They get a hero status very early in the campaign and, later their actions get seen in a very different light because somebody convinces the people that they did it all wrong. That's when they need to rebuild their reputation.
- While they progress in their campaign, politics change and all they did so far was, in fact counter-productive. For example, they may have battled for the right heir to the throne, only to discover that he's a tyrant…
Different ways to evaluate the players performance:
- A trick I use quite often to get my players really involved. The DM describes a scene (using props is even better) and then listens to the players ideas. The second or third good one works… Most of the time, I evaluate the adequacy of the proposal with a skill test. The player will most likely see the result as a hint even before I open my mouth.
- Encourage non-lethal solutions for problems
- Use lots of NPC that interact OFTEN with the PC in unusual ways: the annoying neighbor, the admiring duchess, the friendly alchemist, etc.