What to do with dirt-phobic PCs?

blargney the second

blargney the minute's son
I ran an adventure the other night and encountered an obstacle I wasn't expecting: two PCs who refused to get their hands (or anything else) dirty. This is a fairly new campaign that hasn't even had its first level-ups, so apparently the characters have some surprise "features" that I haven't yet encountered.

The adventure in question is Urban Decay from a recent Dungeon, and it involves a city district that has lost its garbage service and has some wererats in the sewers. They had plenty of hooks into it from previous adventures - it's the conclusion of their first little story arc. The problem is that once they discovered that dirt was involved the game slowed to a crawl; the two characters even refused to help their partymates who were being attacked by a swarm. They never even got to the wererats after three hours of play...

I was surprised to be left holding the ball and no real clue of what to do to fix the situation. What do you do when half your PCs balk at the beams?

-blard
 

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blargney the second said:
I was surprised to be left holding the ball and no real clue of what to do to fix the situation. What do you do when half your PCs balk at the beams?

In this case, let them suffer the consequences of their (lack of) actions. Have the wererats overrun the city.

In general, talk to your players. Find out why they're exhibiting this odd behaviour. And point out to them that they won't be much use as adventurers if they can't ever enter a dungeon - those places aren't exactly clean.

If the worst comes to the worst, have them roll up more suitable characters. Or run a high-class political game, if you prefer.
 


delericho said:
In this case, let them suffer the consequences of their (lack of) actions. Have the wererats overrun the city.
I hadn't thought of that angle. Great suggestion! :)

In general, talk to your players. Find out why they're exhibiting this odd behaviour. And point out to them that they won't be much use as adventurers if they can't ever enter a dungeon - those places aren't exactly clean.
One of the players started playing fairly recently, and she is just starting to get into playing in character. She's a WoW convert, and I'm leery of deterring her from getting into character. What would be a good way to broach the subject with her?

The other player has been RPing for a lot longer (not long enough for Rot Grubs though), and he's actually a pretty decent method actor. He said after the game that he was having a hard time finding reasons for his character to embark on the adventure, otherwise he would have been good to go. The trouble I had was that I'd thrown all the hooks that I had at him and provided multiple avenues to proceed, but none met with his character's satisfaction. How should I resolve it with him?

-blarg
 

blargney the second said:
One of the players started playing fairly recently, and she is just starting to get into playing in character. She's a WoW convert, and I'm leery of deterring her from getting into character. What would be a good way to broach the subject with her?

I suspect in this case it was just the nature of the adventure - digging through a big pile of... probably isn't the most appealing thing to a new player. She'll probably get into the swing of things soon enough. So, I wouldn't worry about it.

he's actually a pretty decent method actor. He said after the game that he was having a hard time finding reasons for his character to embark on the adventure,

This guy is potentially going to be a problem, though. The thing is, the player has complete control over the character's actions and motivations. So, if the character doesn't want to go on the adventure... it's the player's issue. He can't hide behind that. If nothing else "all my friends want to help out" should be enough incentive for the character to go on this adventure.

I suggest talking to him straight - "I will try to tailor my adventures to the group, somewhat. But there's only so much I can do - I can't read your mind for an adventure hook that will suit." You may want to follow that up with, "This is an adventure game. It is up to you to find a reason for your character to be interested in adventures. If you can't, you need a new character."
 

I would just say okay, and let them go. Then when all of a sudden their character is motivated to get dirty (maybe a PC threatened with death) it would play out something like this:
PODC - Phobic of dirt character
OC - Other character
DM - Dungeon Master

DM: You take 4 points of damage
OC: I'm bleeding out
PODC: I rush over to help them with my healing skill
DM: Roll will
PODC: What, I'm just helping them stay alive
DM: Right but they are filthy sweaty and grimy and you're phobic of dirt now roll a will save
PODC: Grumbling, roll, roll, roll
DM: Sorry you failed you are torn and mumling to yourself but unable to help your dying friend as you lack sufficient modivation to overcome your phobia.
PODC: Okay, I get it
DM: Too late
 

Things tend to work out on there own

I have actually suffered this problem with players. I have two of my female friends that play in my game and they often get freaked out when I start describing something "icky". (I'm a female, and they embarassment me with their girliness :\ ). I just started running a d20 modern and the party was trying to escape a military base. They found a means out which involved the sewers. The girls balked and didn't want to go down. The guys resolved the situation themselves, however, by just picking them up and throwing them down the hole. :cool: These are also two players who ALWAYS have to describe their characters as attractive. It did them in this time, since they had made a point of describing themselves as petite. Of course the guys would have no problem just tossing them over the shoulder and running through the sewer!
 

delericho said:
This guy is potentially going to be a problem, though. The thing is, the player has complete control over the character's actions and motivations. So, if the character doesn't want to go on the adventure... it's the player's issue. He can't hide behind that. If nothing else "all my friends want to help out" should be enough incentive for the character to go on this adventure.

Hear, hear. This is one of the most annoying player quirks. Whenever this comes up in my games, I tell the player "either find a reason for this guys to want to adventure, or make a new PC." Creating a PC that isn't interested in adventuring is one of those things I just never could understand.
 

Kid Charlemagne said:
.......Creating a PC that isn't interested in adventuring is one of those things I just never could understand.

Too true!!! I had a player like that once, the only way to deal with him was to roleplay with him alone as he tended to be a whiner when he was with the group - slight case of jealousy towards the rest of the players.
 

blargney the second said:
The other player has been RPing for a lot longer (not long enough for Rot Grubs though), and he's actually a pretty decent method actor. He said after the game that he was having a hard time finding reasons for his character to embark on the adventure, otherwise he would have been good to go. The trouble I had was that I'd thrown all the hooks that I had at him and provided multiple avenues to proceed, but none met with his character's satisfaction. How should I resolve it with him?

Actually, that makes him sound like a pretty poor roleplayer and not very creative. If he was, he would have found a way to have his PC embark on the adventure and justify it with regard to his character. Only the very rarest of characters have personalities set in stone, so a decent roleplayer (or method actor) should be able to find in-character justification for it. Is there justification for Hamlet to trust his father's ghost? Sure. To not trust his father's ghost? Sure. To love Ophelia? Yes. To hate Ophelia? Also, yes. To kill Claudius? Absolutely. To spare Claudius? Absolutely. And so on.
 

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