buzz
Adventurer
The default setup of D&D is that PCs are professional adventurers who live outside of the normal social structure. Given that there is no default reward for "heroism" other than possible XP in D&D, I don't see any reason why people should be surprised that "What's in it for me?" is a common question heard from a player. D&D PCs need XP and loot to function.Inconsequenti-AL said:I think it's something about DnD that brings out the mercenary streak. IMO - Metagame speaking - it's an artefact of tying a large degree of character power to expensive gee-gaws. Leads to craving money to get the things?
If you want altruistic heroism, you need to encourage it.
- Work with the players to create PCs that have connections to society. Minor noble families, thieves' guilds, churches, knightly orders, wealthy patrons etc. It's hard to ask "What's in it for me?" when it's your father asking you to rescue your infant cousin.
- Give them a default budget for equipment using the wealth-by-level table; i.e., eliminate the need to loot every dead body.
- Make use of the Affiliations rules from PHB2 to reward them for working for the people I mention in my first point above.
Anyway, Elf Witch seems to have realized this, but, basically, if you as DM have made clear the tone of the game you want to run, and the group has bought into it, then any player who doesn't want to play the same game needs to be shown the door.