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General Tabletop Discussion
*TTRPGs General
What to do when your PC's have just lost the plot
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<blockquote data-quote="Gorgon Zee" data-source="post: 6173274" data-attributes="member: 75787"><p>Retrospective: You had too many threads. A better strategy, often recommended, is to have no more than two three lines of approach, and to reinforce them. So better to pick, say, the informant and the personality as the major clues, and then keep reinforcing them. After the initial info on the informant, later find out she has gambling debts. And then have that person involved in a side plot and owing the players a favor. Your description shows you have an inventive mind -- focus on a couple of clues and reinforce using similar techniques to the ones you have.</p><p></p><p>I think you can immediately start doing this. It'll help a lot. It may even seem excessive to you: "the guy you know works for the BBEG, with large gambling debts, says he owes you big time, and looks expectantly at you, wondering what you might ask in return ..." Sometimes you need a sledgehammer.</p><p></p><p>You might also consider making the investigation personal. If one of the players is poisoned, or cursed to die it 5 days, or his aunt is marked for death, they will be motivated to get things done! </p><p></p><p>Make a handout for the players as a recap. Say "by now you've found out a lot about the big bad, I made this handout as you players probably don't remember all that your characters do. Feel free to let me know which leads you are most interested in following up."</p><p></p><p>Good luck and don't lose heart! One of my worst moments as a GM was when I spent days on a complex and fun plot and after a couple of sessions the players decided they just didn't care, and left town. Very dispiriting. But it taught me the #1 rule of investigative plots: the players must want to investigate. Make it so!</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 6173274, member: 75787"] Retrospective: You had too many threads. A better strategy, often recommended, is to have no more than two three lines of approach, and to reinforce them. So better to pick, say, the informant and the personality as the major clues, and then keep reinforcing them. After the initial info on the informant, later find out she has gambling debts. And then have that person involved in a side plot and owing the players a favor. Your description shows you have an inventive mind -- focus on a couple of clues and reinforce using similar techniques to the ones you have. I think you can immediately start doing this. It'll help a lot. It may even seem excessive to you: "the guy you know works for the BBEG, with large gambling debts, says he owes you big time, and looks expectantly at you, wondering what you might ask in return ..." Sometimes you need a sledgehammer. You might also consider making the investigation personal. If one of the players is poisoned, or cursed to die it 5 days, or his aunt is marked for death, they will be motivated to get things done! Make a handout for the players as a recap. Say "by now you've found out a lot about the big bad, I made this handout as you players probably don't remember all that your characters do. Feel free to let me know which leads you are most interested in following up." Good luck and don't lose heart! One of my worst moments as a GM was when I spent days on a complex and fun plot and after a couple of sessions the players decided they just didn't care, and left town. Very dispiriting. But it taught me the #1 rule of investigative plots: the players must want to investigate. Make it so! [/QUOTE]
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What to do when your PC's have just lost the plot
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