Search Results
6/27/2025, 4:26:31 AM
>>95961115
Seriously gonna try this, but they don't have anything worth stealing yet since they're only level 1 (PF2e).
Buuut I think I can work with that. Make it something relatively small, and unearned so there's no strong feeling of "we worked hard to get this". Boom, +1 sword in the middle of the street.
>>95961120
PF2e and honestly one of the things I like about it is that it rewards basically anything that could be considered something. Convince an army to flee? 20 XP. Slay a gang of goblins? 80 XP. Fight off a viking invasion and save a local noblewoman? 120 XP total. Stuff like that. Pretty much as long as you're moving towards a goal in this system you will gain XP. The problem I have is that My players quite literally never move towards their goals personal or otherwise.
To be fair, we've been on a year and a half long break and we've only recently handled our first 2 sessions, but before that break this behaviour (or lack thereof) was extremely common for them. Their first session they faffed about after the intro, and they were a bit better in the second game - one of My players even said to himself "I'm wasting time, I know I'm wasting time, I need to stop doing that, I'm gonna go talk to a guard for information", so I have faith that he'll make improvements as we go but just in case that doesn't happen I genuinely want a "get busy playing or get busy dying" kind of threat to push them into fun like DOOM Eternal does.
>>95961143
>nudge them
Tried. Has only recently worked - they picked up something last session but they habitually drop whatever they start within a session or 2 so if that happens I want a plan B. To be clear, they do not drop one thing to pursue another - they give up entirely and then faff about in taverns.
>have those NPCs be quest givers then
Doable.
>maybe a random cup they found was actually the childhood toy of an evil overlord
Might seriously try this too, it's just ridiculous enough to work.
Seriously gonna try this, but they don't have anything worth stealing yet since they're only level 1 (PF2e).
Buuut I think I can work with that. Make it something relatively small, and unearned so there's no strong feeling of "we worked hard to get this". Boom, +1 sword in the middle of the street.
>>95961120
PF2e and honestly one of the things I like about it is that it rewards basically anything that could be considered something. Convince an army to flee? 20 XP. Slay a gang of goblins? 80 XP. Fight off a viking invasion and save a local noblewoman? 120 XP total. Stuff like that. Pretty much as long as you're moving towards a goal in this system you will gain XP. The problem I have is that My players quite literally never move towards their goals personal or otherwise.
To be fair, we've been on a year and a half long break and we've only recently handled our first 2 sessions, but before that break this behaviour (or lack thereof) was extremely common for them. Their first session they faffed about after the intro, and they were a bit better in the second game - one of My players even said to himself "I'm wasting time, I know I'm wasting time, I need to stop doing that, I'm gonna go talk to a guard for information", so I have faith that he'll make improvements as we go but just in case that doesn't happen I genuinely want a "get busy playing or get busy dying" kind of threat to push them into fun like DOOM Eternal does.
>>95961143
>nudge them
Tried. Has only recently worked - they picked up something last session but they habitually drop whatever they start within a session or 2 so if that happens I want a plan B. To be clear, they do not drop one thing to pursue another - they give up entirely and then faff about in taverns.
>have those NPCs be quest givers then
Doable.
>maybe a random cup they found was actually the childhood toy of an evil overlord
Might seriously try this too, it's just ridiculous enough to work.
Page 1