Failing to Entice Your Players
This post, like my previous one, is sort of a post-mortem on my campaign called Kjemmen. In a sort of continuing theme, I’m going to discuss another thing that continually tripped Stewart and I up while running Kjemmen.
In the first post, I talked about how not understanding Mikejl’s player’s ideas about Mikejl’s personality and drives made it hard to draw him into the events surrounding him. This difficulty was not just localized to him but, to a lesser extent, infected the whole PC group. Given that the players should see everything important, this presented a problem for us. I will try to enumerate the causes.
The Most Decisive PC
Mikejl was often the PC calling the shots. In any social situation, one person will tend to bubble to the top and assume a mantle of leadership. In this group, Mikejl was that person. So our misunderstanding his motivations, paired with the fact that he was the most driving force amongst the PCs–the one most often moving the story forward–meant that if we failed to convince Mikejl that something was interesting, the other PCs often wouldn’t (either try or be able to) convince him to go anyway. Since this issue is the topic of my previous post, I won’t belabor why that happened, but suffice it to say that it did.
In retrospect, we had a few spots in the plot where we assumed that the players would hook up with one NPC or would want to be in one particular place, but we didn’t give enough thought to really making those choices the most attractive ones. This meant that there ended up being important stuff going on in places or near people that they really had no reason to go be at or near. Hearing about things via the rumor mill is sort of lame, and should be relegated to flavorful things or the-world-is-a-living-breathing-place kind of events. Major plots points should have the PCs present at least, and intimately involved ideally. This could probably have been avoided with some more attention ahead of time.
Self Preservation Instinct
After a certain point, it became clear to the PCs that the stuff going on in the city of Kjemmen was Seriously Bad and would involve potential for grievous bodily harm. There were a few times when the PCs knew some important plot thing was going on, but were very reluctant to go anywhere near it because there was a significant risk of terrible things happening to them. This indicates a major win in the department of players feeling like their PCs can die and in making the setting a threatening place full of bad people (a creative goal of mine from the outset), but man did it tend to keep them away from some interesting stuff.
What Should Have Been
Our idea was this: The head of the oldest order of priests (call them the orthodoxy) in Kjemmen was power-hungry. He had discovered a ritual that would allow him to ascend to god-hood, but it required a lot of blood sacrifice. So he told some lackeys that he wanted to start a conspiracy. The lie he told them was that he was tired of the newer orders and the nobility getting uppity and wanted to make them take themselves out. They would orchestrate an alliance between the new orders and some medium-sized noble houses against the most powerful noble house in the city and the orthodoxy. When things came to a fight, the orthodoxy would pull out and let the remaining combatants destroy themselves (which death the head of the orthodoxy would actually use to fuel his god ritual).
Let me clarify something about the nobility before I go on: They were more like mob families than anything else, really. There were constant, low-level turf wars between the houses and constantly-shifting alliances that could never really be relied upon (like Diplomacy!). Over a few generations, one family in particular had gained direct control over about a third of the city and forged alliances such that they had indirect control over about half the city. That family’s historical rival had forged an alliance against this big guy in order to try to stem his growth.
So the head priest’s lackeys went about convincing the most powerful noble in the city that the orthodoxy wanted to make him king. They also infiltrated the younger orders of priests and convinced them they could gain some considerable power by taking out the orthodoxy and their “king” with the help of the rival alliance. The rival alliance was the PC’s original contact point for our layer cake of conspiracies.
The original concept was that the PCs would start out hanging out with the medium-sized nobility and feel like the plot was about this other noble who was making a power grab. The “king” would look like the Big Bad. Eventually, they would discover that something else was going on and that, in fact, the younger orders were making a power grab and the “king” would look like a good guy for trying to stop them. Then they would discover that all the nobility were being manipulated by the orthodoxy and the “king” would seem irrelevant or, anyway, neither bad nor good. And pretty quickly after that, they’d discover that the orthodoxy was being manipulated by their leader and that he was the real Big Bad.
You might be able to spot some fragile junctures already. One of the biggest was that we expected the PCs to transition from one set of noble houses to the “other side”. We envisioned a sort of low point akin to the end of The Empire Strikes Back where their bosses threw them out and they had nowhere to turn. We expected that would sort of drive them into the arms of the “king”. Instead, they felt so defenseless and threatened by anyone with power, they managed to make a big, personal enemy of the “king”. And allying with him was basically our only route to getting in front of them the clues about the orthodoxy’s manipulation of the nobility.
Also, once they reached the point of seeing the younger orders’ power grab, which was about resurrecting the dead, evil god that all the priests worshiped, they decided being involved in a plot regarding that would be worse than an asbestos bath. This is a sane decision, and in a city which was supposed to be full of evil people (as influenced by the afore mentioned dead, evil god), having a randomly selected group of three decide they’re not the everything-on-the-line hero sort makes a lot of sense. But “and then we’ll hide in a basement and pray for a quick death” is really boring to roleplay… or really depressing.
In my next post, I plan to talk about what ended up happening after all and how it wasn’t as terrible as all my “fail” blog post titles might imply. For now, though, you can learn from some of the things that were less than optimal in my latest campaign. Robustness in planning to get central details in front of the players’ eyes is, I think, the biggest lesson I learned from all this. If we had had more than one way to bring the orthodoxy-run layer of the conspiracy to light, that transition in the story would have felt a lot more smooth.