Quasqueton
First Post
The PCs:
halfling wizard (rogue 1/wizard 6)
human sorcerer (sorcerer 7)
human knife fighter (rogue 1/fighter 6)
dwarf monk [~vampire - not a MM "vampire"] (monk 6 with a hat of disguise to conceal his undeadness)
bugbear fighter ["intelligent zombie"] - NPC bodyguard of the halfling wizard
None of them are Good, and the Neutrals have a lean or slight taint of some Evil. [We didn't plan the campaign to go this way, but it just kind of did, over time and situations.]
The dwarf monk was transformed into a ~vampire by a magic necklace he was wearing when he died in combat. From then on, he needed to feed on the life force (Con drain with a grapple [not a bite]) of living creatures. He got around this by using a bag of tricks which I ruled to satisfy his hunger each night. (I know some here would disagree with that ruling, but let's not get into that, here.)
So after the ill-fated previous adventure, where the dwarf became the ~vampire, the group took up another adventure. But the sorcerer has a real problem with sea travel, so they decided to go to the location by land. So what I expected to take one game session (including ~15 days of travel by ship) ended up taking 5 game sessions (including 60+ days of riding through unmapped wilderness [hills and jungle]).
During this time, the dwarf monk's Player told me he was not liking playing the character anymore. I totally understood -- he didn't really like playing the now completely Evil undead beast. He asked when would be a good time to bring in a new character. We agreed to make the "exchange" when the party reached the town they were travelling to. We figured to have the dwarf monk ~vampire "break down" and go monster. While the party was resting in the town inn (after over two months travelling in the wilderness), the dwarf monk ~vampire would sneak away and starting doing the undead predator thing.
First thing would be him attacking some folks in the common room of the inn. A cleric staying in the common room would turn the ~vampire. This cleric was the Player's new PC. So the rest of the party would come down to investigate after hearing shouting downstairs. They would meet the cleric and hear what happened. They would realize it was their friend, and would [should] take it upon themselves to find him -- to help or to end him.
The Player and I discussed several potential scenarios for handling this character exchange, and this was the one that had the best and most obvious plot hook for the group. We both thought it would make for some good role playing and good action/combat.
So, in this latest game session:
The town is a lone port in the jungle (think South American jungle of the 1500's). Everyone arrives here by ship. But the PCs arrive at the jungle gate. The captain of the guard questions them pretty hard, as it is unheard of for someone to "arrive" by land. The undead bugbear bodyguard is wrapped in a big cloak (to conceal his undeadness), and the human knife fighter has his head wrapped in clothe (normal style for this character). The captain insists they show their faces. The bugbear shows himself, to some disturbance of the guards, but this wouldn't be the only zombie in town (evil town). The human refuses to show his face on religious beliefs (something I didn't expect, but is in character for the character). The halfling wizard hints that he can offer a bribe to get in the town. The captain turns it down flatly, but the sorcerer winks at the halfling.
The captain tells them to wait off the road and he'll get back to them after checking with his bosses. A couple hours later, the sorcerer comes back and says he can let the party in (for the bribe). But the human fighter says he doesn't want to go in. They were only going to be in there for a day or so anyway, to restock food and supplies, so he's willing to just wait outside. This all happens perfectly in character, and although the decision surprised me, there's really nothing wrong with it.
The dwarf monk ~vampire Player and I exchange looks across the table. This turn of events kind of changes the scenario. Oh well, we'll play on.
The party gets three rooms (the halfling wizard and bodyguard in one, the sorcerer in another, the dwarf monk ~vampire in another -- the human fighter usually shares a room with the dwarf) in the inn. That night they hear shouts and cries from the common room downstairs. The sorcerer barracades her door and does not go to investigate. The halfling wizard hesitates a while, but eventually goes to check on what's going on (with the bugbear bodyguard).
The halfling looks down on the scene from the balcony (a man has been attacked, and a cleric [the new PC] says a dwarf vampire attacked them, but he drove him off with a turning). The halfling wizard essentially backs out of the scene and back to his room, and closes the door.
So here I am with one PC not even in the town (unaware of the plot hook), one barricaded in her room (ignoring the plot hook), and the other returned to his room (running away from the plot hook).
I have the "PC-exchanging" Player take over playing the cleric now, and through some questioning of the innkeeper, he goes upstairs to investigate the possiblility that the vampire came from an upstairs room. They find the dwarf's room empty. He tries to question the halfling who came in with the dwarf (as "testified" by the innkeeper). But the halfling says he doesn't know anything about the dwarf being a vampire.
At this point I call for a Bluff check. The halfling's Player claims he's not lying because he really didn't know the dwarf was a vampire. At this point I start steaming over. I say they did know he was a vampire -- they have known for months; they had all the evidence in the world; they had seen him feed, etc. But they all said they didn't know he was a *vampire*. They knew he was some kind of undead, but they didn't know he was a "vampire". Then I exploded with shouting, saying they're splitting hairs now. The term "vampire" had been used many times to describe the dwarf. In fact, they had fought two such goblin creatures in an adventure many game sessions back where they originally got the magic "vampire-making" necklace. But the halfling (and the others two Players) was trying to get around making a Bluff check by being technical over the definition of "vampire".
I lost it. One of my worst DM moments. Between just bad luck/timing, and lack of an adventurous spirit, and now flat out fighting against it, they were completely avoiding an obvious and personal (to all) plot hook.
In their defense, they were afraid they were going to get in trouble with the authorities for bringing the "vampire" into town. The halfling's main motivation was to avoid town-guard complications. I can appreciate this thought. But, DAMN!
We (the monk & cleric Player and myself) couldn't even get the new character introduced to the group. One Player said, in response to my outburst, "Well what do *you* want us to do, Quas? What are we supposed to do?" As if I was trying to railroad them into something.
Oh, geez. I slowly calmed down, and got a grip on myself, and apologized. But my craziness had kind of ruined the mood I had hoped this game session would have - horror of a personal friend going "monster".
We eventually got the game back "on track" (bad term, here) and we continued playing. The new PC cleric helped the group track down and confront the dwarf ~vampire. One would think this would get the new PC *in* the group solid, but no. At the end of the game session (the night after the confrontation and defeat of the dwarf ~vampire), the cleric still has not really been accepted into the group yet.
Now, let me state: I like my Players. They are actually quite a great group. They role play their characters honestly, and they generally know the rules for their characters enough to play without constantly looking through the books. We've had two years of great games. But this is not the first time I've had frustration over getting them to take up plot hooks and run with them to completion.
The dwarf monk ~vampire / new cleric PC Player commented to me later, "Just know that after last night, I'll try to be better at catching your plot hooks." He had been in on my scenario planning from the beginning, so he saw how hard I worked to make this plot hook an absolute bullseye. He then saw how absurdly difficult it became to get the PCs to pick it up.
Is there a moral to this story? I don't know. I just regret the five minutes of madness I had that game session. It was over the top. [sigh and shrug]
Quasqueton
halfling wizard (rogue 1/wizard 6)
human sorcerer (sorcerer 7)
human knife fighter (rogue 1/fighter 6)
dwarf monk [~vampire - not a MM "vampire"] (monk 6 with a hat of disguise to conceal his undeadness)
bugbear fighter ["intelligent zombie"] - NPC bodyguard of the halfling wizard
None of them are Good, and the Neutrals have a lean or slight taint of some Evil. [We didn't plan the campaign to go this way, but it just kind of did, over time and situations.]
The dwarf monk was transformed into a ~vampire by a magic necklace he was wearing when he died in combat. From then on, he needed to feed on the life force (Con drain with a grapple [not a bite]) of living creatures. He got around this by using a bag of tricks which I ruled to satisfy his hunger each night. (I know some here would disagree with that ruling, but let's not get into that, here.)
So after the ill-fated previous adventure, where the dwarf became the ~vampire, the group took up another adventure. But the sorcerer has a real problem with sea travel, so they decided to go to the location by land. So what I expected to take one game session (including ~15 days of travel by ship) ended up taking 5 game sessions (including 60+ days of riding through unmapped wilderness [hills and jungle]).
During this time, the dwarf monk's Player told me he was not liking playing the character anymore. I totally understood -- he didn't really like playing the now completely Evil undead beast. He asked when would be a good time to bring in a new character. We agreed to make the "exchange" when the party reached the town they were travelling to. We figured to have the dwarf monk ~vampire "break down" and go monster. While the party was resting in the town inn (after over two months travelling in the wilderness), the dwarf monk ~vampire would sneak away and starting doing the undead predator thing.
First thing would be him attacking some folks in the common room of the inn. A cleric staying in the common room would turn the ~vampire. This cleric was the Player's new PC. So the rest of the party would come down to investigate after hearing shouting downstairs. They would meet the cleric and hear what happened. They would realize it was their friend, and would [should] take it upon themselves to find him -- to help or to end him.
The Player and I discussed several potential scenarios for handling this character exchange, and this was the one that had the best and most obvious plot hook for the group. We both thought it would make for some good role playing and good action/combat.
So, in this latest game session:
The town is a lone port in the jungle (think South American jungle of the 1500's). Everyone arrives here by ship. But the PCs arrive at the jungle gate. The captain of the guard questions them pretty hard, as it is unheard of for someone to "arrive" by land. The undead bugbear bodyguard is wrapped in a big cloak (to conceal his undeadness), and the human knife fighter has his head wrapped in clothe (normal style for this character). The captain insists they show their faces. The bugbear shows himself, to some disturbance of the guards, but this wouldn't be the only zombie in town (evil town). The human refuses to show his face on religious beliefs (something I didn't expect, but is in character for the character). The halfling wizard hints that he can offer a bribe to get in the town. The captain turns it down flatly, but the sorcerer winks at the halfling.
The captain tells them to wait off the road and he'll get back to them after checking with his bosses. A couple hours later, the sorcerer comes back and says he can let the party in (for the bribe). But the human fighter says he doesn't want to go in. They were only going to be in there for a day or so anyway, to restock food and supplies, so he's willing to just wait outside. This all happens perfectly in character, and although the decision surprised me, there's really nothing wrong with it.
The dwarf monk ~vampire Player and I exchange looks across the table. This turn of events kind of changes the scenario. Oh well, we'll play on.
The party gets three rooms (the halfling wizard and bodyguard in one, the sorcerer in another, the dwarf monk ~vampire in another -- the human fighter usually shares a room with the dwarf) in the inn. That night they hear shouts and cries from the common room downstairs. The sorcerer barracades her door and does not go to investigate. The halfling wizard hesitates a while, but eventually goes to check on what's going on (with the bugbear bodyguard).
The halfling looks down on the scene from the balcony (a man has been attacked, and a cleric [the new PC] says a dwarf vampire attacked them, but he drove him off with a turning). The halfling wizard essentially backs out of the scene and back to his room, and closes the door.
So here I am with one PC not even in the town (unaware of the plot hook), one barricaded in her room (ignoring the plot hook), and the other returned to his room (running away from the plot hook).
I have the "PC-exchanging" Player take over playing the cleric now, and through some questioning of the innkeeper, he goes upstairs to investigate the possiblility that the vampire came from an upstairs room. They find the dwarf's room empty. He tries to question the halfling who came in with the dwarf (as "testified" by the innkeeper). But the halfling says he doesn't know anything about the dwarf being a vampire.
At this point I call for a Bluff check. The halfling's Player claims he's not lying because he really didn't know the dwarf was a vampire. At this point I start steaming over. I say they did know he was a vampire -- they have known for months; they had all the evidence in the world; they had seen him feed, etc. But they all said they didn't know he was a *vampire*. They knew he was some kind of undead, but they didn't know he was a "vampire". Then I exploded with shouting, saying they're splitting hairs now. The term "vampire" had been used many times to describe the dwarf. In fact, they had fought two such goblin creatures in an adventure many game sessions back where they originally got the magic "vampire-making" necklace. But the halfling (and the others two Players) was trying to get around making a Bluff check by being technical over the definition of "vampire".
I lost it. One of my worst DM moments. Between just bad luck/timing, and lack of an adventurous spirit, and now flat out fighting against it, they were completely avoiding an obvious and personal (to all) plot hook.
In their defense, they were afraid they were going to get in trouble with the authorities for bringing the "vampire" into town. The halfling's main motivation was to avoid town-guard complications. I can appreciate this thought. But, DAMN!
We (the monk & cleric Player and myself) couldn't even get the new character introduced to the group. One Player said, in response to my outburst, "Well what do *you* want us to do, Quas? What are we supposed to do?" As if I was trying to railroad them into something.
Oh, geez. I slowly calmed down, and got a grip on myself, and apologized. But my craziness had kind of ruined the mood I had hoped this game session would have - horror of a personal friend going "monster".
We eventually got the game back "on track" (bad term, here) and we continued playing. The new PC cleric helped the group track down and confront the dwarf ~vampire. One would think this would get the new PC *in* the group solid, but no. At the end of the game session (the night after the confrontation and defeat of the dwarf ~vampire), the cleric still has not really been accepted into the group yet.
Now, let me state: I like my Players. They are actually quite a great group. They role play their characters honestly, and they generally know the rules for their characters enough to play without constantly looking through the books. We've had two years of great games. But this is not the first time I've had frustration over getting them to take up plot hooks and run with them to completion.
The dwarf monk ~vampire / new cleric PC Player commented to me later, "Just know that after last night, I'll try to be better at catching your plot hooks." He had been in on my scenario planning from the beginning, so he saw how hard I worked to make this plot hook an absolute bullseye. He then saw how absurdly difficult it became to get the PCs to pick it up.
Is there a moral to this story? I don't know. I just regret the five minutes of madness I had that game session. It was over the top. [sigh and shrug]
Quasqueton