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32

Players are often stuck because they simply don't know what they should do. Percival's message deals with player engagement very well, but I'd like to offer a slightly different take on this question. If you can't figure out how the plot might be solved, players definitely won't Players' ingenuity often amazes GMs, but you can't assume they will figure out ...


28

Story issues I think the transformation of your character could well work out the way you described it, but I think for such a basic and deep change to your characters morality and basic alignment you also need a very strong motivator/cause. For Anakin that was fear of the loss of the ones he loves, catalyzed by the death of his mother, a vision of his ...


9

I like the above answers (and comments) but would like to add, for your consideration, the possibility of making this not just about your character's development, but also the other player's character. The other player isn't a sidekick in your character's story -- he's the protagonist of his. Once you've taken into to consideration whether this will work ...


8

I think partly it may be down to how you're setting up the situation and incentivising the players. You haven't told us what the players are doing, their alignments or their aspirations, so if you could add that it would be helpful. My assumption is that your players are all relatively good/neutral characters who are primarily playing DnD to have fun. ...


8

So you want the other sword, and you're thinking about your character killing the other PC who has it, though your character is Good(tm) and likes the other PC. Why? Why do you even want it, if you already have one? Why would you start with thinking to kill your friend to get it? Are you an evil player with a Good character? Are you used to games where ...


4

The solution I use is let the players do whatever they want, and then act like they did exactly what I expected them to do all along. This tends to work very well for me, mainly because my gaming group has an annoying tendency to to do the one thing I never imagined them thinking of doing. In your case, it sounds like your players are unsure what to do, so ...


4

The road to hell is paved with good intentions Imagine how much good you can do when you become half-dragon! You can change the world, and people will sing about you as a hero! All you have to do is do this itsy-bitsy one evil step... But then, there will be thousands of good deeds that will pay it back! Right? Right?... Imagine your character repeating ...


3

The "uncontrolled gestalt" Something many, many players and characters find interesting is the chance to occasionally use an ability from outside their purview - especially when they're a non-magic type getting access to occasional magic. Let the players bearing pieces of the McGuffin occasionally access the shard's power to do something they can't ...


3

I think 'the dark wanderer' and MC-Hambone have really good answers, but I wanted to add a few more suggestions. I read up on this specific scenario to get an idea of what the players may have missed, so I'll give my suggestions for how to handle it in this specific situation, and possibly how to use these suggestions more generally. Hopefully at least a ...


3

I see 2 options to 'get them back on track' that are simple enough. Add a wandering NPC that can tell them they got off track. Perhaps they know a little something extra like the general location of the point at which the water begins to be poisoned, but not the source. A small bit of info or a hint to keep them from getting bored after they run out of ...


3

You need to actually evaluate the plans your players execute. For example, if the players are following a poisoned river upstream, and randomly decide not to test where the source of the poison is actually coming from, they should definitely find no (or less if there's multiple sources) poison at the next place they test. Because the players missed some ...


2

The first question to ask is, is intra-party conflict the norm in your game? If you're playing something like Paranoia, or if your group just generally expects a certain amount of infighting and backstabbing, then just go for it. For the rest of this answer, I'm assuming that's not the case. That is, your fellow players and GM generally expect the PCs to ...


1

I typically give them an ally, mentor, or sidekick who can make "suggestions" as to what they might try to do next, in case your clues are too obscure or the players are just not getting the hints. But though I hate to say it, you should never have started the adventure when you yourself didn't know how they could get to the plot resolution. You should ...



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