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Whatever happened to all the adventurous heroes?
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<blockquote data-quote="swrushing" data-source="post: 1799857" data-attributes="member: 14140"><p></p></blockquote><p></p><p></p><p>Are the players new to you as Gm and vice-versa or are you generally experienced with each other?</p><p></p><p>Ok so basically no tie ins with each other. Was that your design decision?</p><p></p><p>if i get this right, the one PC you had already established with play in game had a in character reason to act the way you wanted/expected/hoped, did so, and all the other characters who had no such setup did not?</p><p></p><p>if that is correct, perhaps that is a clue.</p><p></p><p></p><p>Just as an aside, if i got such a comment from a Gm after what you described, then it might very well be for me a short campaign.</p><p></p><p>IS it incredulous, unbelievable and to be totally unexpected that, when passengers on a ship hear a noise, even screams, they let those crewman who have the responsibility take care of it?</p><p></p><p>Is it out of the realm of sanity to expect the Gm to be prepared for this possibility?</p><p></p><p>IMX, the answer to both of these is "no".</p><p></p><p>best i can do is give some tips...</p><p></p><p>if you have characters in advance, design plots, encounters and stories around them with personal hooks to draw them in. The one guy you gave a link to the cargo hold did just what you expected. Thats a clue! </p><p></p><p>if you dont have time for this, like say PCs are submitted right before the session, then you need a plot for that first session or two that will not depend on your guess as to what they might do. it needs to be a reactive event, one that sweeps into them. This gives you time (assuming it takes two sessions, thats what, two weeks to prep?) to work over the pc backgrounds and get setup for the more personal plots.</p><p></p><p>After a while, with experience with the players and the characters, you should be able to get a better handle on the whole "what motivates them" thing.</p><p>[/QUOTE]</p>
[QUOTE="swrushing, post: 1799857, member: 14140"] [/QUOTE] Are the players new to you as Gm and vice-versa or are you generally experienced with each other? Ok so basically no tie ins with each other. Was that your design decision? if i get this right, the one PC you had already established with play in game had a in character reason to act the way you wanted/expected/hoped, did so, and all the other characters who had no such setup did not? if that is correct, perhaps that is a clue. Just as an aside, if i got such a comment from a Gm after what you described, then it might very well be for me a short campaign. IS it incredulous, unbelievable and to be totally unexpected that, when passengers on a ship hear a noise, even screams, they let those crewman who have the responsibility take care of it? Is it out of the realm of sanity to expect the Gm to be prepared for this possibility? IMX, the answer to both of these is "no". best i can do is give some tips... if you have characters in advance, design plots, encounters and stories around them with personal hooks to draw them in. The one guy you gave a link to the cargo hold did just what you expected. Thats a clue! if you dont have time for this, like say PCs are submitted right before the session, then you need a plot for that first session or two that will not depend on your guess as to what they might do. it needs to be a reactive event, one that sweeps into them. This gives you time (assuming it takes two sessions, thats what, two weeks to prep?) to work over the pc backgrounds and get setup for the more personal plots. After a while, with experience with the players and the characters, you should be able to get a better handle on the whole "what motivates them" thing. [/QUOTE]
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