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StringOfLetters
Apr 2, 2007
What?

Iunnrais posted:

an absolutely horrifying Psuedonatural Horror known as the Living Flame, whose light...

~paragraphs of exposition, 10,000 years, etc.~

The players know nothing about the Living Flame yet-- I was going to reveal that later

Other pacing issues aside, if the players know nothing about it, cut it. You've got enough going on already. Whatever elaborate legends and 'wouldn't it be cool if they got to a dramatic showdown involving X Y Z,' are rolling around in your head, if the players haven't already been introduced to an element, it will appear to the world like you're springing all new stuff on them. That's not what you want to do when you're trying to wrap things up.

Stop trying to drag things out. If you've been dribbling hints about a thing, it's time for them to overhear an evil phone call that ties it all together and points to, if not spells out, the horrible revelation you had planned. Putting things off doesn't necessarily make them cooler.

So. Have The Sandman be the thing that makes horrible things happen when it's retrieved/awoken/used. Spell out their role in the prophecy. Then see what they want to do with it.

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petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
I'd agree that cutting mercilessly is a good way to go, and possibly condense plotlines together.

Basically, at this point you want all your threads to start coming together - if you can't do it in the way you planned, I'd look at everything the players know, and write an ending based on that, as if you'd always meant to end it soon. You might have to change some stuff massively, but if you stick with what the characters know, the players won't notice.

Myself, I'd have the devils 'in the know' get killed, and the demons team up with one fae court, forcing the devils to team with the other. (e: or devils & demons with one lot of fae, gods/angels with the other. Although that could be a bit black & white good/evil) That way, those two plotlines become one. The phoenix ritual fails because of interference from the lich-macguffin the players are carrying, making the fae get pissy and demand the players give them the macguffin so they can enlist the liches. (Possibly throw in something about the phoenix having been meant to kill Big Bad, now the ritual fizzled because of the PCs, he'll be nearly impossible to defeat, etc, etc.) That way you can make it into 'poo poo, we gotta get these factions on the same side long enough to take out the Big Bad'.

petrol blue fucked around with this message at 14:37 on May 20, 2014

Writer Cath
Apr 1, 2007

Box. Flipped.
Plaster Town Cop

sebmojo posted:

Do the second soon, then save the dog rescuing them (in a plausible way for a slightly enhanced dog: see Bolt for inspiration) for the climax.

Seriously, your players will talk about that for years.

Right after the climatic battle with Zombie Nessie, the PCs were escorting the Prince back to his hometown. As they're walking, a crossbow bolt whizzes in front of the Prince's face, followed by a shriek of agony.

PCs look to where the shot came from and see the dog gnawing on the leg of the would be assassin.

sebmojo
Oct 23, 2010


Legit Cyberpunk









Bad Munki posted:

Welcome to Rapture!

Oh wait, dwarves.

Welcome to Rupture!

Awwwwww sheeeeeeeeit.

/Clay_Davis

It has to be this.

Stallion Cabana
Feb 14, 2012
1; Get into Grad School

2; Become better at playing Tabletop, both as a player and as a GM/ST/W/E

3; Get rid of this goddamn avatar.
so this is a long post but I really need help here so I'm going to be as descriptive as possible to try and get some sort of advice.

How do I get my players to treat my game seriously?

I am the newest GM in the IRC group I joined almost 3 years back. For a variety of reasons I never really was able to actually join a game, so I decided about a year ago to run my own game instead of waiting. But now I've run into a new problem. None of my players treat my game seriously, no matter what I do. Not only do they not treat it seriously, they seem to intentionally avoid putting in any more effort then just showing up and playing for a bit, regardless of what I do. At least most of them. It's hard to discuss everything together so I'll try to separate it out.

None of them treat the game seriously. It's not that this isn't a serious game or a serious group. The other games in the group are all fairly serious and have serious stuff going on, but when I try to set a consistent, serious tone in my game they basically continue to just ignore it and make jokes about anything serious that goes on. When they had to deal with a book that was making people kill themselves, upon confronting the maker of the book, one PC decided to throw another PC at the maker, ala the 'fastball special' from X-Men comics.

This resulted in the game stopping for 20 minutes because the player who got thrown needed to take time to reorient themselves after it and none of the other players would respond to me desperately trying to get the game back on track- some of this was due to one player have a problem and another trying to help them, but the others just straight up didn't say anything for 20 minutes-. I managed to barely get the game back on track after that but I had to cut out the majority of my plans for that session because of how off track we got.

They avoid putting anymore effort into the game then showing up and playing. One of them didn't even finish going through character generation and giving their character powers until something like the 4th month of the game. That's just Character Generation. XP spending is even worse. I'm fairly certain the majority of players have yet to spend over half their XP. That's just a guess, though because they don't even track the XP on their sheets. I keep the XP updated in the game room topic, on the completely unused wiki I spent a lot of time working on when they suggested it would help, but they never put their sheets on it and, once more, completely ignore it. Even as the challenge of the game goes up more and more, they still refuse to spend their XP to enhance their characters. When they do- when I somehow manage to force them to-, they don't track their XP spent or anything. And it's more then that, too. They seem to completely refuse to ever want to talk about the game. They spend hours each day talking about their old games and their other Characters and all of this, but they never talk about their characters in this game. This normally wouldn't be too big of a deal, all things considered, but it coupled with the rest of the situation indicates to me they literally just do not think about the game unless they're playing it.

Even then it might not be too much of a problem except that that's only 4 out of the 5 players. The fifth actually does everything opposite of them. He has all his XP tracked. He spends his XP whenever he can. He's always checking for training and XP, everything like that. So it's created this massive disparity where his character can do basically everything everyone else's can do, but better, because he's the only person spending XP. It makes it even harder to run the game because I can't make challenges for anyone besides him, because then he effortlessly crushes them, and if I make challenges for him, they murder the rest of the party.

Splitting them up with multiple tasks works okay at times, but not always, because one of the other characters is supposed to be a combat monster but it outclassed by the fact that the other guy spends XP and she doesn't.

I have no idea how to fix these problems. I've done everything they've asked to get them to spend XP, I've told them repeatedly and begged that they need to spend their XP, that they need to put in some amount of effort or I can't do anything to challenge them evenly, that this is actually causing me severe stress, but they seem to just flat out ignore me.

Does anyone have any kind of advice to fix this, at all?

deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off

Cut ties, burn bridge.

Alternatively, if you want to keep hanging with these people: they clearly aren't actually interested in playing the game you are running. Ask them what they would rather be doing, because it's definitely not that.

deedee megadoodoo
Sep 28, 2000
Two roads diverged in a wood, and I, I took the one to Flavortown, and that has made all the difference.


Stallion Cabana posted:

Does anyone have any kind of advice to fix this, at all?

You can't fix it. They just don't want to play your game. There's some out of character joking around in every game but if that's all that's going on then the players would probably want to be doing something else.

homullus
Mar 27, 2009

Stallion Cabana posted:


Does anyone have any kind of advice to fix this, at all?

You can't fix it. Beyond what others have said about the others not wanting to play the game you're running, some players don't like -- and won't do -- any kind of homework for any kind of game. They won't spend XP, they won't give wishlists, they won't do backstories, often even when there is game incentive. They DO like games and maybe like your game, but they just want to show up and play games, and will be happy to suck up any effort you throw at them, while never reciprocating.

The only defenses against player vampires are mandating rotating GMship (so that you get to take a turn at not having to do anything) and ending the campaign when you've had enough, ideally not in a huff.

EDIT:

homullus fucked around with this message at 20:58 on May 23, 2014

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Stallion Cabana posted:

Does anyone have any kind of advice to fix this, at all?

Find a different group, a different medium to play in, a different system to play, or a combination of the above. I tried to play Pathfinder and a few other crunchy games via Gametable. It failed horribly every time. Then I moved to Google Plus hangouts and Fate Core. I haven't looked back since. I changed all three factors though so I'm not sure which had the most impact.

sebmojo
Oct 23, 2010


Legit Cyberpunk










Your players don't want to play a serious game. So don't play a serious game, or stop DMing. Play a few silly one-shots and see if you enjoy them more: havoc brigade is fun. Alternatively acquaint yourself with the way of the lazy dm.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
Have you asked them what's up? It sounds like they're after a different game to one you're running, but the best way to be sure is to ask, and work together to make the game into something you all want. Make sure you don't sound like you're having a go at them, though, or they'll just clam up!

Could be a minor tweak or two will get it back on track, could be you need to start over, but it's still a better option than spending time on something that obviously isn't working as-is.

E: the answer is dungeon world. The answer is always dungeon world, unless the answer is fate.

petrol blue fucked around with this message at 06:14 on May 24, 2014

DarkAvenger211
Jun 29, 2011

Damnit Steve, you know I'm a sucker for Back to the Future references.
I have some questions for some more experienced GMs.

Currently I'm running a Mutants and Masterminds campaign with my usual group of friends, We're new to 3rd edition, but we've played M&M 2e before as well as countless D&D campaigns. One issue we always have is we never really finish a campaign, throughout the years I think we've completed 1. One thing that might be the cause is that we don't usually get too attached to the narrative. Our group is used to combat based campaigns, me included. Who doesn't love designing their character to be an awesome fighter? (Although we do limit the "powergaming" when we can, it's no fun).

Anyway, because of this we're not all that used to large roleplaying aspects of roleplaying games. Not only that but I feel like M&M is a heavier roleplaying game than D&D, so in order to make it more interesting I want to try to give it a bit of extra flavor. I've encouraged my players to think up character quirks, flaws and motivations and try to have them act upon them in game, M&M rewards character complications with Hero points so it's not entirely for nothing. A few players are genuinely trying to play along, but I feel the majority are stuck to their “all combat all the time” ways.

I've also done a bit of research into M&M campaigns and it is typical to have the players face setbacks early on to give them more motivation to beat the bad guy later (typical hero stuff). But I feel like I may have demoralized them too early with a pretty brutal defeat (even as I was holding back :( ). I'm planning my next session to be much more eventful and fulfilling hopefully.

Does anybody have any tips for me to try and pull my players into a more roleplaying mood? Or should I just accept that it might not be their thing? As well if anybody has any experience with M&M campaigns, do you have any tips to lessen a demoralizing setback?

deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off

DarkAvenger211 posted:

I have some questions for some more experienced GMs.

Currently I'm running a Mutants and Masterminds campaign with my usual group of friends, We're new to 3rd edition, but we've played M&M 2e before as well as countless D&D campaigns. One issue we always have is we never really finish a campaign, throughout the years I think we've completed 1. One thing that might be the cause is that we don't usually get too attached to the narrative. Our group is used to combat based campaigns, me included. Who doesn't love designing their character to be an awesome fighter? (Although we do limit the "powergaming" when we can, it's no fun).

Anyway, because of this we're not all that used to large roleplaying aspects of roleplaying games. Not only that but I feel like M&M is a heavier roleplaying game than D&D, so in order to make it more interesting I want to try to give it a bit of extra flavor. I've encouraged my players to think up character quirks, flaws and motivations and try to have them act upon them in game, M&M rewards character complications with Hero points so it's not entirely for nothing. A few players are genuinely trying to play along, but I feel the majority are stuck to their “all combat all the time” ways.

I've also done a bit of research into M&M campaigns and it is typical to have the players face setbacks early on to give them more motivation to beat the bad guy later (typical hero stuff). But I feel like I may have demoralized them too early with a pretty brutal defeat (even as I was holding back :( ). I'm planning my next session to be much more eventful and fulfilling hopefully.

Does anybody have any tips for me to try and pull my players into a more roleplaying mood? Or should I just accept that it might not be their thing? As well if anybody has any experience with M&M campaigns, do you have any tips to lessen a demoralizing setback?

Kinda sounds like it's just not their thing. It's my experience that a lot of players just want to work with the toolbox that they are given. In your D&D-based and D&D-like games, including M&M, that toolbox is extremely robust, but geared pretty exclusively toward killin dudes, dodging traps, and finding loot. Anything outside those bounds is largely improv theater, with only minimal acknowledgement from the game mechanics (diplomacy check, bluff check, intimidate check, largely subject to DM interpretation), and almost totally unbound to the reward loop of "do cool thing, become more powerful".

Essentially, the game gives players very clear rules about doing stuff in a combat capacity, and especially in M&M, a huge chunk of time has to be dedicated by each player to applying those rules during character creation. In my experience, they worked hard to make their guy who flies good and does neat tricks with electricity or whatever, so they want mostly want a chance to fly good and do a neat trick with electricity. Your story sections between those chances are like an obstacle to that player. Additionally, since the rules about talking to people and doing detective work are a lot less mechanically developed and/or interesting than the combat rules are, this sort of player may feel like they've lost a lot of agency in situations where they aren't fighting an NPC or exploring a dangerous map.

I would ask around the table, how people might feel about changing the structure of some of your story stuff. Like, since they seem to be there for the chance to have a superhero battle, they might be more interested in having the in-between bits treated like kind of an interactive cutscene. You give them some exposition about what's going on in the world, and they can get what they want out of it by asking questions about the details. This also can give you a way to gauge which parts of your scenario the players are actually interested in being a part of, because those are the bits they will try to probe more info out of you for. Also, this way will make it so a player doesn't have to get involved with a non-fight scene unless they actively volunteer to. It's pretty railroady, though, so YMMV.

As for the demoralizing setback, I would just set them up with some situations to remind them that they're still playing superheroes. Let them catch a less major villain, or solve some other manageable problem that's still pretty incredible. If the villain that trounced them really is that far out of the PCs' league, then provide them with some tools next time around. If that guy shows up again, average RPG players will be sufficiently bitter and extra-cautious about him that they'll start looking for ways to gently caress the guy up. Give them those ways, and play to them. Go out of your way to note that the villain is standing in front of a huge tank of natural gas, or there's a nearby crane holding a cargo container almost directly above that guy. Play along with it if the PCs pick up on that and try to corral him into the hazard. You don't even necessarily need environmental hazards- you can just reveal a key fact about your megavillain for the PCs to take advantage of, like "Every time he fires his energy blast, he presses a little button on his forearm."

DarkAvenger211
Jun 29, 2011

Damnit Steve, you know I'm a sucker for Back to the Future references.
Thanks for the input!

I agree with you on the fact they might not be into it a whole lot, in fact I find myself frequently slipping into the whole fight thing too as I'm so used to it.

But yeah, the inbetween fight scene scenes are usually to set up the next possible scenario where more fighting happens, and everyone seems to be ok with that. Most of the players designed characters that really only have fighting abilities, and not much else in terms of trained skills for certain problems. All except one, and he usually takes charge of leading the group and performing those extra skill checks when needed.

I think I'll try to add some more environmental stuff to their fights. Since it's the groups main focus, I might as well put more effort into it.

neonchameleon
Nov 14, 2012



DarkAvenger211 posted:

I have some questions for some more experienced GMs.

Currently I'm running a Mutants and Masterminds campaign with my usual group of friends, We're new to 3rd edition, but we've played M&M 2e before as well as countless D&D campaigns. One issue we always have is we never really finish a campaign, throughout the years I think we've completed 1. One thing that might be the cause is that we don't usually get too attached to the narrative. Our group is used to combat based campaigns, me included. Who doesn't love designing their character to be an awesome fighter? (Although we do limit the "powergaming" when we can, it's no fun).

Anyway, because of this we're not all that used to large roleplaying aspects of roleplaying games. Not only that but I feel like M&M is a heavier roleplaying game than D&D, so in order to make it more interesting I want to try to give it a bit of extra flavor. I've encouraged my players to think up character quirks, flaws and motivations and try to have them act upon them in game, M&M rewards character complications with Hero points so it's not entirely for nothing. A few players are genuinely trying to play along, but I feel the majority are stuck to their “all combat all the time” ways.

I've also done a bit of research into M&M campaigns and it is typical to have the players face setbacks early on to give them more motivation to beat the bad guy later (typical hero stuff). But I feel like I may have demoralized them too early with a pretty brutal defeat (even as I was holding back :( ). I'm planning my next session to be much more eventful and fulfilling hopefully.

Does anybody have any tips for me to try and pull my players into a more roleplaying mood? Or should I just accept that it might not be their thing? As well if anybody has any experience with M&M campaigns, do you have any tips to lessen a demoralizing setback?

Honestly, M&M 2E isn't very far at all from D&D, especially not in terms of roleplaying weight. It's a d20 crunch heavy game with superpowers and fiddly rules that has a bit brought in from outside. If I were trying to shift the players habits I'd start with a game of Fiasco as a palette cleanser (it's something you will get to finish) and then go with either Fate Core (or Atomic Robo) or Apocalypse World. It might not work because what they want is tactical combat - but in that case that's what they want.

deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off

neonchameleon posted:

Honestly, M&M 2E isn't very far at all from D&D, especially not in terms of roleplaying weight. It's a d20 crunch heavy game with superpowers and fiddly rules that has a bit brought in from outside. If I were trying to shift the players habits I'd start with a game of Fiasco as a palette cleanser (it's something you will get to finish) and then go with either Fate Core (or Atomic Robo) or Apocalypse World. It might not work because what they want is tactical combat - but in that case that's what they want.

:allears: I really need to play Fiasco again. Last time was really awkward because none of us were very good at framing scenes. Now that I've had more exposure to other storygame types of RPGs, I'd like to revisit it.

FATE is pretty good at superpowers as long as you can maintain a line of internal consistency, but it's very, very storygame. Your nigh-invulnerable characters are going to be shifting a lot of their Consequences onto the world around them in the form of "collateral damage" and other reputation-affecting statuses, and you'll have to get creative with their "taken out" outcomes when those occur.

If your players are really jonesing for crunchy, tactical fights, which I don't blame them for- it's fun to be simulationist with superheroes- they probably will not respond well to a storygame. If they're just looking for opportunities to look cool in a way that accesses rewarding game mechanics, though, then storygames will serve you pretty well.

Bumfluff
Jun 19, 2008

Bumfluff!
It's me, Mabel!
I'm looking at you through the av!
Right here!
This is my voice!
I'm talking to you from inside!

Started a new Kingdom building campaign using Pathfinder earlier today with one of the more experience GMs in our university society and wanted opinions on a thing he did.

There was four of us playing and we all decided on the stuff we needed to take with people, materials etc. My character is a wealthy son of a merchant who is going to the new world to expand the family business, I also bought along my half-elf half-sister to serve as a rumourmonger for me. Another one of us is a guard who needed a new start after being disgraced and was bringing along his pregnant wife and another courtesan for the court we would set up. We were the only ones who were bringing people from our life with us to the new world. The other two, an elf barb and a cleric had no friends. The cleric bought a priest from his church but didn't care much for him.

Before we left the old world, the guy who was playing the guard had to leave to sign a contract and pay some money so he had a place to live for next year. It was fine, we were only going to sail the few months and nothing much would happen anyway. We were wrong and we got attacked by a kraken. It killed a bunch of our dudes and also my sister and the guards pregnant wife and other courtesan. We had no say in the matter, it was just a couple of d100 rules and that was it. I, being the less experienced of GMs and only one who hasn't GMed within the society itself, thought nothing of it and was like "well that sucks oh well".

Later, after chatting with the guards player online after the fact, who was suitably pissed that his pregnant wife died, I realised that yeah, that was pretty lovely of him. He asked us for character backgrounds before we started, which had to include motivations for going to the new world. The guards motivation was a new start for his family, of which he now has none, and just wants to quit the game as his plan for his character has just gone completely out the window because of a bad roll when he wasn't even there. Likewise it would have been much more interesing for me if my sister was still alive too.

He is a pretty experienced GM and has done cool things in the past. He let me be a section 31 operative in a star trek game for example, but this just seems pretty bad. How do we approach this guy and say we're not happy? Or are we in the wrong and should we just roll with it?

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
Mostly it sounds weird to me - PC's families and minions are giant plot pinatas, I can't see why he'd want rid of them. I'd definitely talk to him about it, because RPG Rule Zero. He might have a good reason for doing it, or might not, but if you don't talk about it, he can't really solve the problem.

As to the how... Just talk to him, it's hardly rocket science. "Hey, GM, what's the deal with offing our plothooks? We kinda liked them, and feel a bit crap with them being flattened like that."

Somfin
Oct 25, 2010

In my🦚 experience🛠️ the big things🌑 don't teach you anything🤷‍♀️.

Nap Ghost

petrol blue posted:

Mostly it sounds weird to me - PC's families and minions are giant plot pinatas, I can't see why he'd want rid of them. I'd definitely talk to him about it, because RPG Rule Zero. He might have a good reason for doing it, or might not, but if you don't talk about it, he can't really solve the problem.

As to the how... Just talk to him, it's hardly rocket science. "Hey, GM, what's the deal with offing our plothooks? We kinda liked them, and feel a bit crap with them being flattened like that."

Perhaps he thinks that a dead family is a good motivator for vengeance?... against krakens?

LRADIKAL
Jun 10, 2001

Fun Shoe
Yeah, the GM has gone crazy and his idea for this game is "Kraken Revenge". You'll have to assemble fleets, search the seas in a Moby Dick like adventure. You guys thought it was about colonization.

Hell, maybe that's what you should try to do, at least that leaves your character's backgrounds and motivations connected to the story. It'll throw the GM a curveball at least.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
GM's killing/kidnapping family members is why 90% of D&D characters are orphans. Don't stand for it!

sebmojo
Oct 23, 2010


Legit Cyberpunk









petrol blue posted:

Mostly it sounds weird to me - PC's families and minions are giant plot pinatas, I can't see why he'd want rid of them. I'd definitely talk to him about it, because RPG Rule Zero. He might have a good reason for doing it, or might not, but if you don't talk about it, he can't really solve the problem.

As to the how... Just talk to him, it's hardly rocket science. "Hey, GM, what's the deal with offing our plothooks? We kinda liked them, and feel a bit crap with them being flattened like that."

Suggest that the Kraken was just the cover story and they actually had something much stranger happen to them, and need to be rescued?

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME
Retcon it as a bad fever dream of the guard. And when he wakes up, there's a Kraken attacking the ship. :black101:

Pththya-lyi
Nov 8, 2009

THUNDERDOME LOSER 2020

Deltasquid posted:

Retcon it as a bad fever dream of the guard. And when he wakes up, there's a Kraken attacking the ship. :black101:

It's actually a prophetic dream, and now he can change the outcome of the Kraken attack. In fact, he's going to start getting prophetic dreams more and more often, and things start getting worse and worse each time he tampers with the way things are supposed to be. With each dream he'll be faced with a terrible choice - does he let events play out and face the (bad) immediate consequences, or does he intervene and risk making things worse?

Bumfluff
Jun 19, 2008

Bumfluff!
It's me, Mabel!
I'm looking at you through the av!
Right here!
This is my voice!
I'm talking to you from inside!

There is a thread about it on our FB group now and someone suggested some sort of McGuffin to get them back. Technically my character already has it as my backstory includes a devil trying to get me to sell him my soul, but why would I also do it for his wife? GM replied basically saying "A bad roll is a bad roll, they're dead and will stay that way." We're gonna see him tonight as the guard is GMing a cool pathfinder game where we are privateers with an airship so we'll probably talk about it more then. But, I did bring up some of the points said here and the guard said about not being there therefore not having agency to do stop anything.

Edit: I just realised he has basically just fridged our characters family.

Bumfluff fucked around with this message at 14:19 on May 29, 2014

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME
Tell him a game is a game and everyone should have fun, and it's a lovely thing that happened that's unfun and a good GM would retcon it if he sees it's seriously sapping the fun out of the game.

EDIT: I worded that like a stressed student high on coffee but you know what I mean.

Bad Munki
Nov 4, 2008

We're all mad here.


A bad roll is a bad roll but the GM is the one that assigned that outcome to the bad roll. I highly doubt he has a d6 or whatever that just so happens to say "outright kill the PC's family/motivation with a kraken, no take backs," and it accidentally found its way into his hand due to ~fate~.

deedee megadoodoo
Sep 28, 2000
Two roads diverged in a wood, and I, I took the one to Flavortown, and that has made all the difference.


I'm trying to salvage a party that has fractured. The players are all great, but the characters motivations are so misaligned that I am finding it hard to get them to actually work together. I guess I should be happy that they are excited to actually roleplay, but it's becoming increasingly difficult to run the game and my fear is that the amount of party splitting and one-on-one stuff is starting to get tiresome. But really it's their fault for not wanting to work together.

The party consists of

Noble Human Cleric with the trickery domain. He's a self-serving rear end in a top hat who is playing the Diplomacy/Sense Motive/Bluff game to get his way. He does best outside of combat. One of the best roleplayers in the group, however the character has alienated himself from the party through some questionable actions that hurt a lot of NPCs but added to his position as a noble, albeit a ruthless one.

Half-elf Druid who is basically a radical anarcho-socialist. His mantra seems to be "Burn down all the cities and live in the trees that sprout from their ashes." He walks a very fine line where a lot of the things he says are borderline treasonous.

Dwarf Cleric whose motivation is to be the divine instrument of his God. He grew up orphaned and raised in a land where there aren't many dwarves. The party has recently traveled halfway around the world and there is a major dwarven city in the mountains to the north. His main motivation is turning in the Noble Cleric for his crimes against the people.

Half-elf Urban Ranger who is essentially a bounty hunter. He's into infiltrating the seedy underbelly of cities and seeing what kind of dirt he can dig up and/or participate in. He's often the catalyst for a lot of good roleplaying since he easily bridges the gap between the druid's "cities are evil" act and the noble's "information is a weapon" schtick.

It's relatively easy to temporarily get any two characters to align themselves, but 3 or all 4 is near impossible. I thought that a good solution would be to implicate the party in an assassination plot, but that's sort of backfired with both the druid and dwarf saying "let's just leave the city" while the ranger and noble say "let's figure it out and make them pay for crossing us". At this point I've pretty much given up on getting to work together outside of combat, which the cleric kinda sucks at. Are there any sort of grand motivations I'm missing that I could throw them into which would satisfy all of their personal motivations?

My Lovely Horse
Aug 21, 2010

Tell your players exactly that and ask them where they want to go with this. Find out if they - as players - actually want to work together as a party and just feel their characters' personal motivations are taking precedence over that right now, or if the way things are going is the way they really do want to play it, at the risk of you not having fun or not knowing what to do.

In games that revolve around a collaborating party, it's every player's responsibility to make sure their own goals don't make that impossible. If they actually want to have characters that work together, come up with a common goal as a group. They'll know best what could get their character to work with the other three assholes. If the status quo is what they enjoy, and you can swing it as a GM, carry on; if you can't you should probably tell them straight away and find a way (again, as a group) to finish that particular story gracefully.

Short version: player issue, don't solve in-game.

My Lovely Horse fucked around with this message at 15:49 on May 29, 2014

armorer
Aug 6, 2012

I like metal.
I need a tool that lets my players make some dice rolls online, such that they can send me a link to the roll result. Basically I want them to be able to roll stats in my absence. It would be good if there were some way I could be reasonably sure they didn't just roll 20 million times and take the highest result. Is there any such tool that people know of?

My Lovely Horse
Aug 21, 2010

Orokos.com does exactly that. History of rolls is public so you can just check their username for all rolls made.

Bad Munki
Nov 4, 2008

We're all mad here.


http://orokos.com/roll/

Lets you set up campaigns, and players can make rolls there, and you can see their roll history and all that slop. It works really well for that stuff.

e: :argh:

armorer
Aug 6, 2012

I like metal.
Awesome! thanks guys

StringOfLetters
Apr 2, 2007
What?

Bumfluff posted:

Kraken problems

Mortality is like a revolving door in pathfinder. 'Raise dead' isn't even a high level spell. The next quest should be to find the spell components (p. sure it's diamonds) and hire a caster.

deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off

StringOfLetters posted:

Mortality is like a revolving door in pathfinder. 'Raise dead' isn't even a high level spell. The next quest should be to find the spell components (p. sure it's diamonds) and hire a caster.

You will need 2 diamonds for the pregnant lady.

Baudin
Dec 31, 2009

StringOfLetters posted:

Mortality is like a revolving door in pathfinder. 'Raise dead' isn't even a high level spell. The next quest should be to find the spell components (p. sure it's diamonds) and hire a caster.

Unless they have access to a level 9 cleric within 9 days that is not the case. Otherwise you're going to need to use Resurrection.

Death in the early parts of pathfinder is actually a serious barrier - especially if a substantial portion of the party dies without access to a mid level cleric/oracle.

Bumfluff
Jun 19, 2008

Bumfluff!
It's me, Mabel!
I'm looking at you through the av!
Right here!
This is my voice!
I'm talking to you from inside!

We're all level one and it's kingdom builder, so our quest is always going to be "build this settlement larger" instead of anything a normal adventurer would do.

Baudin
Dec 31, 2009

Bumfluff posted:

We're all level one and it's kingdom builder, so our quest is always going to be "build this settlement larger" instead of anything a normal adventurer would do.

Considering the reasoning two characters had for establishing a new kingdom is effectively gone I can see why the plot is effectively derailed. Perhaps this is just me being a whiny player but I would seriously stop the kingdom building portion of the game until the characters are either dead or the dead have been avenged/resurrected. The GM missed out on a great opportunity with how he decided those bad roles resulted - especially in punishing an absent player.

Basically go kraken hunting until you die. Then start this campaign over again.

deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off

Baudin posted:

Considering the reasoning two characters had for establishing a new kingdom is effectively gone I can see why the plot is effectively derailed. Perhaps this is just me being a whiny player but I would seriously stop the kingdom building portion of the game until the characters are either dead or the dead have been avenged/resurrected. The GM missed out on a great opportunity with how he decided those bad roles resulted - especially in punishing an absent player.

Basically go kraken hunting until you die. Then start this campaign over again.

I would try and negotiate something with the GM. There have already been some good ideas posited here.

I think a good compromise would be, maybe, to build a kingdom... whose entire economy is based on slaying krakens :black101:

Edit: Also, if your GM isn't concerned about whether the Players are having fun, then probably he is a bad GM. I got news for that guy- minor details like "who got killed in the massive kraken attack" are pretty much negotiable. Hell, it can get real interesting by leaving it up to the players, like,

*rolls dice*: The kraken's massive attack slays 16 people. Here is a list of everybody on the boat. Who lives, and who dies?

deadly_pudding fucked around with this message at 17:11 on May 29, 2014

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Baudin
Dec 31, 2009

deadly_pudding posted:

I would try and negotiate something with the GM. There have already been some good ideas posited here.

I think a good compromise would be, maybe, to build a kingdom... whose entire economy is based on slaying krakens :black101:

Again, this is coming from a whiny player. I tend to get irrationally upset when the GM interferes with my character's motivations/possessions without giving me a chance to stop him or mitigate the damage effectively.

This is probably related to my edict that the players start with absolutely nothing in the game I'm just starting - hard to get upset about starting a slave when you're explicitly told that's your starting condition prior to making a character. And yes, that means no spellbooks, etc (shockingly no one made a caster, despite my explicit mention that they'd get suitable gear very early on).

deadly_pudding posted:

Edit: Also, if your GM isn't concerned about whether the Players are having fun, then probably he is a bad GM. I got news for that guy- minor details like "who got killed in the massive kraken attack" are pretty much negotiable. Hell, it can get real interesting by leaving it up to the players, like,

*rolls dice*: The kraken's massive attack slays 16 people. Here is a list of everybody on the boat. Who lives, and who dies?

Oh god, that's glorious.

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