Monday, 8 October 2018

How to Motivate Your PCs

Here's how the question is usually phrased, as far as I've seen it.

"Hi everyone. So, I'm running a piracy-themed game of 7th Sea and four people signed up. I started them on the docks in a port ready to sign onto a ship's crew, and instead they all decided they wanted to attend the Baron's masked ball! I said that I hadn't planned any scenes set in a 'masked ball' and they all got upset and one walked out. How can I motivate their characters to get on that pirate ship?"

If your PCs don't want to go on an adventure, chances are the players aren't keen on it either. There's been a mistake somewhere. Maybe you've insisted on a setting or genre even when your players weren't keen, or your players immediately latched onto something in the setting you didn't care for, or maybe they're feeling deliberately contrarian and just want to cause problems. If it's the latter, then you'll need to have a frank conversation with them about it. If it's either of the former, then you'll need to have a different frank conversation where you figure out exactly what each player wants from the game.

PC motivation is a two-way street, but seeing as (typically) PCs are designed by their players, they have to make the first move. GMs, make sure you clearly explain the themes of a campaign to your group before you start. Players, make sure you create characters that will engage with those themes!

And to pad out this article a bit, I'll just throw some examples around and see what sticks.


You're a dashing loner who doesn't trust anyone.

  • There's something the party can help you do that you can't achieve on your own.
  • You don't like being a loner, but you can only trust friends who fight by your side.
  • You hate the party and everyone in it, but you are somehow obliged to assist them.
  • (Challenge) Start as a typical sad loner, but warm up to everyone over time!

You're a good/evil person who's travelling with an evil/good party with different morality.

  • You respect the party for their skills, but only accompany them for practical reasons.
  • These poor souls will someday be redeemed, and you shall redeem them!
  • The party is bad, but the villain is worse. You'll deal with the greater threat first.
  • Eventually, you abandon your original morals and adopt the party's morality.
  • (Challenge) You're undercover and eventually betray the party for your ideals.

You're of noble blood, but are travelling with some common folk.

  • Isn't it thrilling to live like 'regular folk?' You could get used to this!
  • These commoners disgust you, but you're paying for the best and they're it.
  • One day, you'll reclaim your titles. These peasants will be [destroyed/rewarded] afterwards.
  • This band of adventurers needs a diplomat, and you need a meat-shield.
  • (Challenge) Travelling with commoners helps you hide your true identity.

You're a commoner, but have ended up tangled in a web of noble intrigue.

  • You're helplessly out of your depth, but if you don't make allies your realm is doomed!
  • This employer turns up their nose at your normal methods, but at least their money's good.
  • If you help this so-called 'prince' regain their throne, you might just be richly rewarded.
  • Eventually you'll crack skulls again. For now, the blue-bloods pay your food & board.
  • (Challenge) One day, you will bring down the 'noble' houses of this realm. For now, you learn.

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