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Player Motivation

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Thread replies: 5
Thread images: 1

Hey /tg/!

I got a premise for a, but I'm stuck on that bastard of a problem of player motivation. Here's the idea.

Some all powerful being (A giant in this case) takes over a weakened impoverished country and demands a huge ransom for its release. The players are four such individuals who are allowed to leave the kingdom to earn money however they can to buy back their home.

It's a pretty open ended game but not quite sandbox since all the players have the same goal but how they go about it is up to them. How do I keep players from simply abandoning the kingdom and doing their own thing without railroading them with a family or dropping hired goons on them when they start to stray. How do I make them WANT to pay the giant to free their home?
>>
>>54412069
>all powerful being
>demands money
wat

>Giant agreed to a ransom to get them to quit bothering him
>doesn't want them to return
>sends kill squads after them
>players eventually realize that they are gathering treasure for a giant who will seize it and refuse to leave
>players skill up on the kill squads and advance in their own ways
>eventually the squads become deadlier
>drop hints that they must battle the not so all powerful giant to survive
>>
>>54412770
All powerful isn't the right word. The giant strong enough where fighting is the hardest way possible to deal with it.

I should've also mentioned that it's not D&D, so it could be a non-combat campaign. So no ending in a huge climactic battle. It can end that way, but again, that's the hardest possible way to deal with it.
>>
>>54412069
Don't make it a giant

Magic works a lot better than physical force to make pcs comply with the narrative

Maybe a Djinn that has the physical country in a bottle

or some neoclassical cult that's using the situation to literally worship the economy

as for motivation specifically ask the players to write a most precious thing into their backstories without hinting you'll be ransoming it
hard to ignore treasure you create for yourself
>>
Before character creation you tell your players that their character must have a reason why they want to pay the giant. Let the players come up with their own reasons.

If a player tries to make a PC without such a reason, reject the PC. Then work with the player to come up with a reason.


I've done this over multiple campaigns, always telling players that their characters must have some reason to want x, with x changing from campaign to campaign. I've never had to reject a character over the player not coming up with a reason. At most I've helped a player flesh out their reason.
Thread posts: 5
Thread images: 1


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