Motivation?

bradius

Mongoose
I'm about to start a new campaign when 2ed comes out. I'm wrapping up the current campaign, which has gone on for several years. We started out with the "Wandering adventurer" style. However, it was hard to motivate the players. It seemed that $ wasn't much of a motivator at all (except for one player,who would take great risks for $$$). Finaly, I, as the GM, had to step in and impose a Lovecraftian plot on the world to get the party to do something. Though that has worked well, I'd rather not do something so heavy handed next campaign. Any ideas on how to motivate players, or how to make $ a worthwhile motivator? Thanks.
 
To repeat a little lesson here: why isn't cash a motivator in Conan?
Answer: because you don't need it. Characters are self-sustaining and don't need expensive equipment either. Hell, there IS no ass-kicking equipment that money can buy! The most expensive piece of gear is a Superior Plate Armour, coming in at 20K, and very few characters will ever even want it.

So while in-game, cash should be a motivator because it allows the adventurers a few weeks of High Living, many players get nothing out of that, probably because their chars are having the fun _between_ sessions, so the players don't have an actual experience of being rewarded themselves.

What can you do to make cash more important?

- you could introduce what is missing from Conan: special equipment. Make increasingly superior stuff available at ever increasing price tags. But be aware that this kind of Power Creep is pretty much the opposite of what the Conan game is about. Personally, I would stay clear of that for numerous reasons.

- discuss with your players if they would be interested in a Warlord campaign. One or more of them would strive to build an army, probably to conquer a country (the remaining players need to support this idea, of course). That's definitely a long-term goal. You need tons and tons of cash to hire and outfit troops.
The Leadership feat grants you followers for "free", but it isn't said that they come with appropriate equiment. And those few hundred (at best) followers will just be your "garde du corps", you need a lot more troops that will be loyal only as long as you pay them.

If you don't want to do that, you need to find other motivations than cash.

- the party could be "relic hunters", looking for unique pieces of gear for their further perusal. This is less critical than introducing special gear to buy, because the stuff doesn't need to be so kickass and you have perfect control over when which pc gets what. This theme won't take you all the way, but it can help to keep the party occupied for some time.
I plan to make this a side theme for my campaign, and allow each player to acquire _one_ unique item that fits their character, and that only rather late in their career (levels 14-16 or so), and then that should be for keeps.

- make it personal. Introduce some kind of archnemesis. Maybe have them foil a sorcerer's plan early in their career. That sorcerer then would pursue them wishing for revenge (keep in mind the Rule of Obsession for this), and then the PCs will start trying to kill him off for good. Somewhat as in the Turtles.
However, the players need to be okay with the idea of not succeeding until the end of the campaign, though of course their characters would not know it. But here we have a similar problem as with the cash -- your players don't seem to separate their OOC and IC motivations very well.
 
Ask the players. Sit down before the campaign begins and say "right, what drives your characters to wander the world and seek adventure? Hungry for gold? Out to conquer a kingdom? Fleeing a crime? Looking for your lost love?"
 
Tell your players that if they don't get off their asses and adventure then you are going to change their levels into 'commoner' and their main motivation will be taking kids to the travelling Nemidian Circus and worrying about crop failure.

Shit, if you got to motivate them with lovecraftian horrors, tell them that they will pitch in to buy D20 modern and you can play "accountants-&-cubicles"

Seriously, you have a big problem if they don't want to play.

Maybe get a highlevel temptress to spend all their money on her, gamble away there equipment, and poof- broke. Their is no Hyborian welfare system, so they will have to eat or die. Maybe even go for the low-paying caravan guard job.
 
Great advice by Clovenhoof, Mongoose Gar & Spectator!

Gold becomes a worthwhile motivator if you don't have any. Strong arming everyone to get what they want eventually will invite adventure as well.

How are the PC's acquiring gold? There are numerous ways to get gold and all of them have unique opportunities for adventures:

1) Stealing - may work a few times but even Conan was eventually caught. Plus, word will spread quickly if the haul was particularly good. Stealing will easily double or triple your enemies list for the PCs.

2) Earn it - limitless adventures dependent on the type of job.

3) Find it - if all their adventures have been on land then send them out to sea or underground. Remember that there is always the lure of magnificent treasure in Conan but rarely is it ever worth the price.

4) Coin it - maybe they can get invloved with a counterfeiter or start their own ring. Maybe they are the victums of counterfeiters and thrown into the dungeon, sentenced to death!

5) Inheritance - this one could really shake up the status quo. A long lost relative or a noble father who wishes his bastard son to inherit his lands. The PC may wish he was back in Shadizar dreaming of no responsibility and no motivation.

6) Win it - Numerous opportunities with this idea. Maybe have the PC's join a underground contest of gladiatorial combat. Maybe they are forced to participate or maybe they have to fight because of their reputation from defeating the Lovecraftian horror.

Did I forget any? Basically, they will always need gold even in Conan and the adventure to get it is limited only by imagination.

Motivation outside of gold really depends on the type of players you have. Evaluate their desires for their character and try and match the type of adventure to their wants. The best adventures I have Gmed with the Conan RPG happen very quickly. Conan's stories were short and filled with adventure, down time should be at a minimum and opportunities and decisions about them should be presented quickly.
 
Set up the campaign so that they have 1) clear motivations as a group in the beginning and 2) that each character has a real personality, with goals and dreams of his own. I think 1) has worked pretty well in my campaign, at least in the beginning - the characters were survivors of the Nemedian army simply trying to stay alive. As the game progressed, their goal changed to getting back home. Then it shifted to getting back home rich by taking a side trip to Stygia. Heh, I guess now it is just staying alive again.

Each character has his own goals, which have been furthered so far by following goals of the group, although there are some definite conflicts brewing underneath the surface right now. Don't use only gold as motivator. Throw in family relationships, religious beliefs, long lost love, vengeance, patriotism... a discredited son wishing to prove himself before his family... there are really so many things to choose from. If your players can't come up with motivation for adventure for their characters themselves, make them a list of loose ideas to choose from. The mercenary motives section of Free Companies is a good reading, being a mercenary and a more general adventurer are much alike.

However, what motivates characters and players can be very different things! I for one find high living rules distasteful and have removed them, instead turning towards house rules I feel to be more appropriate. (All my house rules are listed at the first page of my campaign report.) I think that makes collecting wealth a little bit better incentive for both characters _and_ players - they can honestly plan to buying themselves a better life in Nemedia, if they can manage to get home rich.

Hmmm. Other than that, I don't really know what motivates my _players_, other than having good time. Oh I guess I should note, that my players seem to like playing the downtime part of the game too. We don't just jump from adventure to another, but spend some time in more peaceful surrounding as well. For example, one gaming session was spent entirely in taking part in an exotic party in Stygia. (It lead in to tomb robbing, but that is another story and the choice to go that way was entirely optional for the characters. I hate railroading.)
 
Have them read Bob Howard stories. If they don't want to act like Howard protagonists, they're in the wrong campaign.
 
Or of course there is my favourite motivation: Survival. This is Conan. If the players won't go to the plot, the plot can kick down their doors with an axe in one hand and a wierd statue in the other and get motivational on their backsides. Once the ornery little PCs are stripped to a loincloth and chained to a wall with eldritch horrors gibbering in the darkness around them and a 45 foot venomous snake slithering towards them, they'll develop som Motivation pretty quick.
 
I've never GMed Conan, but I'm quite experienced at running other RPG campaigns. I'm devising right now a Conan campaign however, and have realised there is a quite unique Howardesque tool that can be utilised...

Start the players slap bang in the middle of a plotline or adventure. When did Conan ever barter over money, or discuss a mission? We normally catch up with him half way up a tower he's going to plunder, or in the middle of lopping a foe's head off. Don't have the PCs thrown in jail if they decide to not take up a plot thread - start them off chained to the dungeon walls. Forget the negotiation with a patron about a handy mission - begin the adventure in a cloud of arrows, as they are ambushed undertaking it.

That's what I intend to do. If it's good enough for Robert E, say I...
 
Here is an interesting system posted awhile back by Brass Jester. Although I have not used it, I think it would help "manage" expenses and create a true need for currency for an "unmotivated" group of adventurers. Hope it helps.

HLD


Posted: Tue Jan 11, 2005 8:20 pm Post subject: Off Time System

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This is a system I've developed to handle what goes on 'in-between' adventures. It was originally designed for solo play. Basically, start at Location 1 and follow the instructions, then roll D6 and move to the next location. Continue until End is reached.
This is supposed to represent whats gone on between the adventures, thus each character cycles throught the chart once. Characters can go through as a group or separately, as desired.
On to the chart. Be warned, it is rather long!

CONAN RPG ‘OFF-TIME’ SYSTEM ã Brass Jester 2005

Start at Location #1 and follow the instructions. Then roll d6 and go to the indicated Location. Repeat until Location #15 (End) is reached, at which point the next adventure starts. See GM’s notes at the end.

1. Start. Pay upkeep: 2sp x (Level)2 else –1 Rep

1-2 (2) Buy/Sell one item
3-4 (3) Heal
5-6 (4) Sell one item

2. Buy or sell one item or group of related items (e.g.: a sword or 20 arrows etc.) Only one item may be traded unless directed back to this location.

1 (5) Train
2 (2) Buy/Sell one item
3-4 (3) Heal
5-6 (6) Carouse

3. Heal or Profession. Either Heal 3 + Con. Mod. + Level and make Profession Check to gain money or Heal 6 + Con.mod + Level

1 (3) Heal
2-3 (6) Carouse
4 (2) Buy/Sell one item
5 (4) Sell one item
6 (7) Event

4. Sell any one item. May sell any one item or group of related items (e.g.: a sword or 20 arrows etc.) Only one item may be traded unless directed back to this location.

1 (4) Sell one item
2-3 (6) Carouse
4 (7) Event
5-6 (3) Heal

5. Train. Practice skills and weapons. Pay 5sp x (Level)2. Roll d20 + current Level, gain x.p according to DC beaten: -

DC 5 50 xp
DC 10 100 xp
DC 15 150 xp
DC 20 200 xp
DC 25 250 xp 250 xp is the maximum that can be gained in any one visit to this location.

1-2 (6) Carouse
3 (5) Train
4 (7) Event
5-6 (3) Options







6. Carouse. Out on the town, spending money in true Conan style. Pay d6 x 10 sp to join in, else lose 1d6 Rep. Then make Gather Information check at +1 per 10 sp spent (in addition to any normal modifiers.)

DC 5 Rumour
DC 10 News of event [see Events table]
DC 15 Rumour of adventure [Use the Brass Jester Adventure Creation System]
DC 20 Patron is seeking adventurers [See Location #13]
DC 25 Gain map/item

1-2 (5) Train
3 (7) Event
4-5 (9) Options
6 ( Aftermath

7. Event. Roll on Event Table. Some may have long-term or far reaching effects.
Event Table [see appendix]

1-2 (9) Options
3 (6) Carouse
4 (11) Heal
5-6 (10) Buy/Sell any items

8. Aftermath. The morning after the night before. Roll d6; on a ‘6’ something has happened to you:-
Roll d6 again:
1 Bad hangover
2 Wake up in the streets with most of your clothes and possessions missing, including money
3 50% of your remaining money has gone
4 Wake up in bed with someone. You have gained an NPC lover (create NPC.)
5 Vague memories of a glorious brawl. Take 1d6 damage
6 Wake up in prison/ chained in a slave train etc.

1-2 (13) Patron
3 (12) Event
4-6 (9) Options

9. Options. Take any listed Action, practice Profession, start creating something, get a scroll read, fight a duel etc.

1 (12) Event
2 (9) Options
3-4 (10) Buy/Sell any items
5 (14) Recruit
6 (15) End

10. Buy or sell any item or group of related items.

1-2 (14) Recruit
3-4 (9) Options
5 (11) Event
6 (15) End






11. Heal or Profession. Either Heal 3 + Con. Mod. + Level and make Profession Check to gain money or Heal 6 + Con.mod + Level

1 (11) Heal
2-4 (9) Options
5 (10) Buy/Sell any items
6 (14) Recuit

12. Event. Roll on Event Table. Some may have long-term or far reaching effects

1 (9) Options
2 (13) Patron
3 (10) Buy/Sell any items
4-6 (15) End

13. Patron. A patron offers employment or a quest etc.
Is it accepted 1-3 No 4-6 Yes [This is if you can’t make up your mind]
Patron Table
1 Merchant
2 Thief
3 Sorcerer
4 Scholar
etc…
[Note: I have some specific Patrons made up as leads into adventures, also this can define where the PC’s are. For example, Vortis Orrando, a merchant in Khorshemish, is seeking to hire guards to escort a cargo down into Argos. He will give them a letter of introduction to a friend at Messantia who is seeking a crew for an expedition to the South. Thus, the PC’s start in Khorshemish.]
Make Diplomacy Check, +2 Synergy if patron rolled as a Carouse check, to see if Patron accepts you.

1-2 (10) Buy/Sell any items
3-4 (14) Recruit
5-6 (15) End

14. Recruit. May hire or purchase NPC bearers, guards, horses, slaves etc.

1-2 (10) Buy/Sell items
3-6 (15) End

15. End Last night on the town. Spend 5sp x (Level)2. Gain +1 Rep per 10 sp spent.

Notes:
1. The chart is not time or location specific, other than that a Patron can give some indication of the starting location.

2. The Healing is deliberately limited. It is possible that a character may start the next adventure not fully healed and has to heal ‘en-route.’

3. The limits on the Buy/Sell locations are intended to reflect that a) there isn’t always a market for the item and b) to avoid the well-known players statement “well, we’ll replace everything we used and pay for it by selling everything we don’t need.” Now, you have to make a choice between that much-needed rope or replacing the dagger that fell down the pit.

4. Options is very versatile; it allows any action. For example, the long example under Craft (Herbalism) in the rulebook could be tied into the Options location, with the herbalist making a Craft roll each visit to the location. Also, scholars starting research, sorcererers crafting items etc.

5. Patrons: a Diplomacy check is needed to see if the PC impresses the patron enough to get the job. DC’s can be set based on the perceived difficulty:
e.g: Guard my house for a month DC10
Escort a caravan DC12
Hunt down my enemy and retrieve my stolen goods DC15
* Note, the way the chart is set up, once a patron is found then there is a limited time to purchase supplies etc. before the End is reached. This is because the patron is not usually inclined to wait around for the PC’s to go out carousing again (or whatever)

EVENT TABLE [D6/D6]

11 Meet new PC
12 Meet NPC
13 Find purse 2d6 sp
14 Find purse 1d6 lunas
15 Break weapon (roll randomly)

21 Lose 2d6 sp
22 Encounter guards
23 Relative dies
24 Inherit something
25 Get involved in brawl
26 Accused of ………… by ……………

31 NPC friend dies
32 War declared [where?]
33 New tax to be paid
34 Find weapon
35 Find something
36 Dependant NPC in danger

41 Catch disease
42 Attacked by mistake
43 Mistaken identity
44 Natural disaster
45 Unnatural happening
46 Robbed! Lose half of possessions [divide into two piles and dice to see which one went]

51 House/ dwelling destroyed
52 Bandit raids on borders
53 Meet long-lost sibling [create new NPC]
54 Armour damaged/rusty, -1 DR
55 Gain a pet
56 Rescue important person [who?]

61 Local noble dies
62 Prince/ess born
63 Prince/ess dies/ killed
64 Mercenaries in town
65 Horse/ mount dies
66 Omen/ Foreshadowing
_________________
On the Turn Of A Friendly Card
 
It's your job as a game master to give the players a kick in the pants if they bog down. Some players, especially inexperienced players, tend not to prosper in open-ended campaigns. Even more so if they aren't familiar with the game environment.

Present them with some mission, mystery, or intrigue to get them going. Three important things to motivate players:

1) Characterization: Be sure your characters understand who they are, how they would behave, what they want, and what their history is before you even start playing. The great thing about the race and class generation system in Conan is that it gives a great bit of detail to help develop interesting personalities with social and political interests prior to the opening of your game.

2) Details: Elaborate as much as possible, have a clear idea of where they are going, who they will meet, and what they will see along the way. Don't rely on random encounter sheets and generic NPCs. That's boring and sloppy GM work in my opinion.

3) Plot and Sub-Plot: Have machinations going which draw the players in. They may not know what they want to do, but if your NPCs constantly prod your players, (i.e.- steal from, arrest, rebel against, ect), it's only natural that they will get intrigued enough (or mad enough) to start reacting. Also, don't be afraid to set your players against one another a bit. Many of the races in Conan have natural and historical animosities that can play out in wonderful sub-plots. Nothing wrong with your players getting a little competitive or nationalitic. Just don't let it go to far. In the end, the better campaigns are ones where players learn to set aside their differences and work towards a common goal, either because they figure out it's in their interest, or because they have to.

There is nothing wrong with making your characters become pawns of fate. In fact, that was a pivatol element in the REH series. As a GM, I have no problem dangling treasure, magical items, or power in front of my characters, and then pulling it out of their grasp at the last moment. "Carrot on a stick" gaming you might say. And for what it's worth, a Lovecraftian horror epic sounds like a great idea to me.
 
Just try to start the game off with a bang and procede from there. My upcoming game starts the players in the aftermath of a massive battle. The players will wake up pretty badly beat up surrounded by corpses. Given that a few of them are from opposing sides I imagine they may come to blows at first, then band together when Ghouls swarm the dead and wounded. :twisted:
 
Tobester said:
I've never GMed Conan, but I'm quite experienced at running other RPG campaigns. I'm devising right now a Conan campaign however, and have realised there is a quite unique Howardesque tool that can be utilised...

Start the players slap bang in the middle of a plotline or adventure. When did Conan ever barter over money, or discuss a mission? We normally catch up with him half way up a tower he's going to plunder, or in the middle of lopping a foe's head off. Don't have the PCs thrown in jail if they decide to not take up a plot thread - start them off chained to the dungeon walls. Forget the negotiation with a patron about a handy mission - begin the adventure in a cloud of arrows, as they are ambushed undertaking it.

That's what I intend to do. If it's good enough for Robert E, say I...

Same here. No experience running Conan (or other d20 games) but I have been running games for about 20 years now (on and off).

What I have thought for the start of the game is to kick it off with characters being in the jail and waiting to get their sentences. Couple of years ago, when the game came out, my players created their characters but somehow we never managed to get the game started.

Anyway starting this way introduces the characters to each other with a common cause (the escape).

I have found out that starting a campaign in the middle of something exciting is a good way to go but I would hesitate to use the same technique later on in campaign unlees I want to experiment and try to aim for more episodic and standalone adventures instead of conventional campaigns.

Anyway in my idea all of the PCs have their reasons to be where they are (in jail/dungeon) and their reasons are not yet resolved. To band them together even more I have thought to put this one common enemy in their way that might resolve some of the motivations but rest will need further adventuring. But in any case I am putting the load of motivation to players shoulders. If they fail that then I feel free to put some obstacles/rumors to their way and see what happens.
 
That's a pretty cool idea, I'd say. ^^
But reminds of some former players of mine (not in Conan but doesn't matter) who'd immediately interrupt you and wanted to know how they got there. And then started arguing that their character wouldn't have gotten into that situation in the first place. oO
 
I have done that "hotstrat" stunt in couple of my recent games with great success. The trick is that you write a short background to each player where you describe how the character ended up in that situation.

If you have that sort of "problem players" then ask before the situation about their charcters. Sort of their modus operandi and plan accordingly.

For example in my campaign idea one of the PCs is a thief trying to get back a statue of spider god from the starter enemy (a rich merchant prince). Being a first level thief it is pretty easy to write down how she got caught and thrown to jail.

Another one is, IIRC, Hyrkanian nomad who has travelled long to find out his sister captured by slavers. Surprise, surprise when he tries to find her he is also captured either when trying to gain entrance to merchant's house or is causing problems at the streets/taverns (still the merchant owns his sister at the beginning of the campaign).

I hope you get how this builds up. But first think about the situation that you want then consider what kind of character is in question and if necessary make some queries to find out how the character would act in a given situation (or what leads to it). Note that it might be good to inform your players that they should trust you and you are doing this to get the game going.

Another example where I already used this was a sort of mercenary campaign where I gave a short briefing of their mission, plan and what has happened so far. In addition to that I made an equipment package so they could just write down their kit. In that case they started off at being a security team for a hacker while a heavier unit stormed the target building. This was scripted and actual game started when the two units went their separate ways and PCs were charged at protecting the hacker.

Obviously this doesn't work to all players and groups but I think that with fluid way of getting and loosing money and equipment in Conan it's not that bad to start off in jail unequipped. In this case I have been prepared to give them some equipment pretty easily and they should be able to spring themselves from the jail using one or two FPs and some clever thinking not to mention brutal fighting :)
 
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