How to deal with a party that doesn't know what questions to ask


Rise of the Runelords


First off, this post contains numerous spoilers.

So, my players are at the start of book #5. Karzoug adressed them through Mokmurian in the previous book, and they found the handout hinting at the existence of the Runeforge.

They're currently engaged in a pretty brutal fight against the Scribbler. They already fled to the surface once when two party members left them behind because of the suggestion trap at the door. They returned the same day, and the Scribbler attacked them, assisted by some summoned demons. The ranger died to him, and got saved by a breath of life from the cleric, and the Scribbler used his dimension door ability to retreat when his hp started to go down. They're currently planning to go after him, and are very eager to kill this very annoying enemy.

Which is where my issue comes in. During their exploration, the Scribbler asked them a lot of questions, and in turn, allowed them to ask questions of their own. The only thing they found out is pretty much that he's old, dating back to Thassilonian times, and got brought back into this world by Lamashtu herself.

I gave my players ample opportunities to ask questions, but they don't seem to know what to ask. No Who are you, what is your name, what is this place, what do these weird rhymes mean (they found 2 out of 5), what is Runeforge, how do we defeat Karzoug, or anything of that like. Their reasoning is that since this guy is evil, they shouldn't really be giving him any information.

Now, my players are all quite new to RPGs, this being their first long-term campaign, and they're pretty much acting like the typical murder hobos: kill first, ask questions lat—oh wait, he's dead, fancy that. I foresee that they'll kill the Scribbler, and then wonder what they're supposed to do next, and I doubt they'll think of speak with dead.

Now, personally, I'm inclined to just let him die, and then watch them squirm for a bit as they realize they don't know what to do next or where to go from there. At their current course, I think they're gonna need some big flashing neon-signs soon, which I'm loathe to do.

I'd like to know how other GMs would deal with this situation. Should I have the Scribbler parlay with them, and forcefeed them the information they need? I just don't think that would be in his nature to do.

Sovereign Court

I normally expect players to ask questions they should think to ask, but I recognize that's a standard that isn't ideal for new players.

Even in the case of veteran players, I don't expect them to tell me that they maintain their arms and armor, feed their animals, and all the other routines and general chores related to equipment maintenance that are necessary for adventurers to perform. I, and I presume most GMs, assume that's all done as a manner of course during "camp".

In the case of new players however, I treat the legwork phases of an adventure a little like the downtime. The players may not think to ask around or do their research, but I can assume their characters that are presumably professional adventurers would do those sorts of things as a manner of course, just like maintaining their equipment.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

My players also just finished with the Shrine of Lamashtu. They tried to engage the Scribbler in conversation, but unlike your party, they simply didn't ask the right questions. They did find all the stanzas to the Scribbler's riddle, so I suspect some good will come of that.

Two relatively simple things I can come up with:
1) If Quink is still alive and in Sandpoint, he should be very interested in the Thassilonian ruins related to the Old Light. He might ask the PCs to escort him down below to conduct some of his own research, at which point he should find a poem fragment and ask the PCs to search for other fragments.
2) Sandpoint town leadership may bring up the idea of using speak with dead on the Scribbler in an attempt to answer questions regarding the Shrine, Scribbler, and any impending threats to Sandpoint.

Those are the two ideas I'd start with.

-Skeld


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Echoing Brodert Quink - He would be the simplest way to get your characters on course for the adventure. If the players don't think to seek him out themselves (although they should know him by now!) have him seek them out inquiring their finds in the catacombs. If he is dead, make up a new NPC that has interest in Thassilonian Ruins that effectively replaces his role...maybe an apprentice? (since you'd need a replacement NPC to direct them in the 6th part anyway)

I would personally let them squirm a little first though. New players should learn that it is sometimes up to them to figure out what to do next in the adventure and not expect the next destination to be spoonfed to them ;)

If they're having serious problems have a nice OOC talk with them about it. If the group has never thought of capturing and questioning a prisoner, let them know OOC that they can do that. My group is new also and sometimes it is hard for them to think of all the options available to them in a tabletop game.

If you use exp, it is a good tool to reward players for doing stuff other than walking into a room, killing the monster, repeat, murder hobo style. Award exp for solving puzzles, questioning prisoners successfully, and good roleplay that advances the plot.


Yeah, Brodert is definitely my fall-to guy if I need to put them back on track.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Karolina Dean wrote:
I would personally let them squirm a little first though. New players should learn that it is sometimes up to them to figure out what to do next in the adventure and not expect the next destination to be spoonfed to them ;)

I fully endorse this course of action.

This is a "teachable moment" when your players might learn that "kill first, loot second, and maybe ask some questions later" isn't always the best plan.

-Skeld


Let them know what's going on. Set them down and talk with them...
"Guys, I was curious, did you all just want to play diablo instead? or should we continue on?" Might be a good question. They might not want to do much with the story, and regardless of how you feel about that, if it's the case there isn't much you can do to fix it.

If they are interested, and just don't know what to do cuz they're new...then explain to them. Give them hints, flat out tell them. Use this campaign as a training session in what to do in the future.

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