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World shattering events-That the PCs ignore
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1809113" data-attributes="member: 16936"><p>And this has the virtue of actually being the CORRECT answer. The rest of you guys could learn from this man. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>No, seriously, I agree with The Grackle. Most of the time when I've seen a big, world-shaking plot hook ignored (either as a GM or as a player), it's been because it genuinely doesn't interest anyone. Maybe it's a big, epic plot hook, but the players have 2nd-level characters and were hoping for more of a "local hero" vibe from the game. Maybe they wanted to play the bad guys. Maybe they wanted to play wealthy rock stars. Maybe the plot hook had something about it that screamed "THIS WILL NOT BE FUN" to them (something to do with undead when the party is rogue-heavy and has no cleric, for example).</p><p></p><p>The point is, if the players turn up their noses at the plot-hook you've dropped in front of them, you'd better believe there's a reason for it. Something about the plot idea turned them off, and the smart thing to do is try and figure out what they objected to. Usually it's not too difficult (hell, you can just <em>ask</em> them about it at the end of the session and generally get a clear, useful answer). Sometimes you'll be able to appease whatever qualms they had and get them to follow along, but sometimes you'll find out that they just don't want to do it.</p><p></p><p>And at that point, you can back-burner the idea, or you can try introducing it in other, more appealing ways (emphasizing bigger rewards and minimizing risks), or you can just take all the prep work you did and slide it somewhere that they ARE interested in going. As said above, the cool Temple of Death that you drew maps for is going to get used in one form or another no matter what, so why pitch a hissy-fit just because maybe it won't be part of the epic, world-shaking plotline your players don't give a rat's ass about? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>--</p><p>and preparing things that they <em>want</em> to do is always a better use of your time</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1809113, member: 16936"] And this has the virtue of actually being the CORRECT answer. The rest of you guys could learn from this man. ;) No, seriously, I agree with The Grackle. Most of the time when I've seen a big, world-shaking plot hook ignored (either as a GM or as a player), it's been because it genuinely doesn't interest anyone. Maybe it's a big, epic plot hook, but the players have 2nd-level characters and were hoping for more of a "local hero" vibe from the game. Maybe they wanted to play the bad guys. Maybe they wanted to play wealthy rock stars. Maybe the plot hook had something about it that screamed "THIS WILL NOT BE FUN" to them (something to do with undead when the party is rogue-heavy and has no cleric, for example). The point is, if the players turn up their noses at the plot-hook you've dropped in front of them, you'd better believe there's a reason for it. Something about the plot idea turned them off, and the smart thing to do is try and figure out what they objected to. Usually it's not too difficult (hell, you can just [i]ask[/i] them about it at the end of the session and generally get a clear, useful answer). Sometimes you'll be able to appease whatever qualms they had and get them to follow along, but sometimes you'll find out that they just don't want to do it. And at that point, you can back-burner the idea, or you can try introducing it in other, more appealing ways (emphasizing bigger rewards and minimizing risks), or you can just take all the prep work you did and slide it somewhere that they ARE interested in going. As said above, the cool Temple of Death that you drew maps for is going to get used in one form or another no matter what, so why pitch a hissy-fit just because maybe it won't be part of the epic, world-shaking plotline your players don't give a rat's ass about? ;) -- and preparing things that they [i]want[/i] to do is always a better use of your time ryan [/QUOTE]
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