| lowericon |
I've written myself into a problem that, in hindsight, I should have seen coming:
The PCs in my game are all infected with a monster that will consume their souls when they die and burst forth from their bodies to become servants of an evil god. The PCs were originally united by their common goal of finding a cure for this magical parasite.
However, because the bad stuff only happens after they die, they sort of don't care about it anymore. I thought preserving their souls would be enough of a role-playing incentive, but I was wrong. Now they're way off track from the plot and barely giving a second thought to finding this cure.
My current idea is to have this monster inside them manifest in parts, while they're still alive, instead of just all at once when they die. A gradual mutation. Of course there's two possible outcomes with that and neither of them really satisfy me:
1. The mutations make them weak/ugly and I'm considered unfair for inflicting them. The PCs hate me and feel like they're not really in control of their own actions anymore.
2. They end up liking the mutations (Cool! I'm a monster!) and now they'll never want the cure at all.
What should I do?
Can you think of a better way to make this work? Or a different way I could motivate them to start caring about the cure again?
Thanks in advance.
| Third Mind |
Perhaps you can make it triggered off of something. Like how werewolves transform at a full moon, perhaps their mutation occurs during something a bit more common and inconvenient. Could even be random and based on stress. Percentile roll when they stub their toe, or miss a bluff check, etc...
I'd suggest making this magical parasite mutation, if you decide to go this route, 3/4s hindrance and 1/4 help. So, perhaps their eyes grow and blacken, terrifying other normal NPCs, but hey, they get free dark vision (extended a bit if they already have it). Stuff like that, and like above, make it temporary.
Alternatively, maybe the mutations aren't severe, but the people of the area know of the tattoo like marks they bare and would not deal with them, in fear of losing their soul as well. Diplomacy check to get them to stick around, albeit unhappily.
That said, I'm curious what their individual motivations are for their PCs. I assume power, money and glory. Perhaps an intelligent cleric would be willing to hire them to get rid of their curse, for the saftey of the people. He may feel the PCs are distasteful if they require money to fix the problems they will leave behind, so he's likely to be irritable and short with them.
If their motivation is for an NPC they love, perhaps you could make it clear that the parasites have seen and felt their love, and are eager enough to destroy those they loved completely. Putting them on the "to kill" list first.
If they're motivated by a god, the god says get rid of it.
If they're motivated by knowledge, insinuate that there is rare knowledge to be had upon adventuring to get the parasite out of them. Maybe even they'd be renowned for finding out the way and archiving it. Biography of a parasite survivor and all that.
That said, as long as the mutations aren't permanent, I think you should be fine. Their condition flickering into existence at inopportune times may be enough to push them into action a bit.
| Scott Wilhelm |
I see a danger of railroading the party. Maybe if they don't care, you shouldn't make them care. But rather let the campaign go to different ends.
What kind of characters are they playing? I agree with Third Mind that you should take stock of the PCs' motivations, and frame your campaign--whether you pursue the current parasite-demon storyline or not--in terms of the PCs motivations. Also, take stock of what your players are interested in. Why don't the players care? It might be that they just aren't interested in story line or character development; they want action. Maybe they are evil and don't care about their souls. Maybe they do care but they like roleplaying the angst of Good, heroic characters who will be ultimately damned. Maybe they've given up on solving the problem because as players they find it too difficult.
Before you impose in-game consequences on the party--and I like those deformation ideas and have a few of my own to offer--you should ask yourself if you should. The answer might be that you should abandon that aspect of your storyline.
| DominusMegadeus |
I know this may not be all that helpful, but they're obviously not behaving like real gamers, whereas you are. I'd try to find a different group if I were you. You, at least, deserve better.
You just unironically used the phrase "real gamers". I think it is you who needs to find a different thread.
| Dysphoria Blues |
Hey, lowericon:
First, as a DM, I really like your initial idea. It's a great way to have the PCs meet each other and establish a common goal. Also, it sounds like it could make for some great pacing if they're racing against time to find the cure!
Second, as to how to handle the situation, I would personally just talk to the players before the beginning of the session. Just let them know you want to try and bring the game back around to its initial roots and emphasize the parasite that grows within them. That's what you've written and you'd like to explore that creative material you've generated (Are they not into roleplaying? Any of the PCs I create - when I actually get to play - would be deeply terrified and motivated to find a cure; I mean, combats would be so much more tense since the consequences of death are so severe.) There's no railroading needed.
I am a fan of the idea, though, that you could use subtle physical changes in the PCs as a way of getting them back and interested in the parasite-plot (nothing that would hinder or debilitate them, but eerie enough that it should motivate them into seeking a cure finally).
Hopefully that was helpful. Best of luck! Cheers, Mate!
| Sundakan |
If the players aren't interested in the concept, which it seems they aren't, nothing is really going to bring them back around. You may want to consider just letting them do their thing, since they're fine with any death being perma-death it seems.
They may actually like THAT aspect of it, come to think of it. Adds a bit of spice and danger to every conflict.
Of course you'll never know if you don't discuss it with them.
| Ciaran Barnes |
I'm Hiding In Your Closet wrote:I know this may not be all that helpful, but they're obviously not behaving like real gamers, whereas you are. I'd try to find a different group if I were you. You, at least, deserve better.You just unironically used the phrase "real gamers". I think it is you who needs to find a different thread.
I don't think any of us know exactly what IHIYC meant by real gamers, but if I were to look for a possible positive intent to those words, it would be that a "real gamer" tries to follow plot clues laid out by the GM offers and try to follow the trail. I would call that a player being a good sport, and it keeps the GM from feeling the need to railroad the players. RPGS like PF are meant to be a co-operative effort with both tactical and storytelling elements (among others), and there should be give and take on both sides of the GM screen.
Of course, I could be wrong about that. Perhaps IHIYC meant to offend.
| Kobold Catgirl |
I would say IHIYC was aiming for more of a, "Players who aren't willing to roleplay or take basic quest hooks". Which is a real gamer, but it's a dickish gamer.
In this case, the nature of the quest is irrelevant—the GM gave them a quest, and the basic, singular obligation of the player is to make a PC who will follow adventure hooks the GM needs them to follow. You don't see my players going, "No, I don't want to check out that weird Whispering Cairn, I'm gonna go to the Isle of Dread and start a dinosaur farm!"
I'm not one to play the blame game, personally—the players should be making their feelings clearer if they really hate the campaign, but that's not important. What is important is adapting. Talk to them. You may be better off playing with a different group. A group that is more interested in playing the game as a social activity, rather than whatever it is they think they're doing now.
Just a Mort
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It could be that the players themselves don't care for the kind of setting. Different strokes for different people. Personally I wouldn't mind, but that's me. Perhaps their idea of a good time is being pirates and looting the crap out of the world, without a care.
Perhaps they don't like the idea of a curse hanging over their head, RAILROADING them into things. Yes, I used the word railroad.
I mean their reactions on the deformities aren't too far off how people would really act. If you were afflicted with a disability suddenly in RL, I'd bet you'd be down in dumps too. Some peeople can overcome it, and stay positive, but getting depressed about it is also something that can, and has happened.
| lowericon |
Like how werewolves transform at a full moon, perhaps their mutation occurs during something a bit more common and inconvenient.
3/4s hindrance and 1/4 help
I like both of these suggestions a lot. They're already 4th level, so most "common" things have already happened to them. I'll have to come up with a very unique trigger and mutations, but that's doable. I think this is how I'm going to proceed.
As far as everyone who said the players aren't role-playing well, not acting like real gamers, or anything similar to that: they're new.
Of the 5 players in my game, 4 of them had ever played Pathfinder before and 2 of them had never played any kind of tabletop RPG at all. I'm doing my best to teach and guide them, and I'm sure things will improve with time. These are friends of mine beyond just gaming, so I'd rather take the time to help them learn than to just abandon them and find a better group.
Thanks everybody!