Blackfish
2013-03-01, 10:47 PM
I've been running a game of GURPS for more than a year now, both in person and online. There have been ups and downs, but I've recently had a problem with the characters played by two of my players. To start, background on the four involved characters:
#1
This character is relatively new to the group, but is very engaged in the plot. He has been finding plot-important artifacts and hiding them away from the group's foes, and seeks to attain ultimate power for his race. His actions have progressed the plot, as he is advancing the group and interacting with powerful NPCs at the same time.
#2
This character has just joined the game, and is very engaged in the plot. Though he has yet to join the group, he's taking a very police-detective path toward identifying the group's enemies and discovering their plots. His actions will soon lead him to the group.
#3 & #4
These characters are the ones who have been in the group the longest. They have been in situations where they can't help but be involved in the plot, but they seem very hesitant to engage in the game if I don't push them. When I'm not forcing them to interact, they tend to stick around a spaceship or hotel for weeks, not doing much of anything.
Characters #3 & #4 had two mentors: a dragon and a talking book, but both have been captured by different groups. Despite the loyalty of #3 to both mentors, his ability to take over new bodies if he comes close to death, and the fact that he will likely be harmed if some of the group's enemies fulfill their plans, he doesn't see the point in doing anything. #4 has the Unkillable trait and CAN'T die, but cites the danger of prospective missions as his reason for not acting.
As they seem unwilling to pursue the central plot, I have attempted to give them other leads to bring them back into the action. Despite falling short on cash, they refuse to investigate any plot hooks, main quest or side quest, to interact with the game.
Am I wasting the potential of my campaign by providing them further plot hooks, when the other members of the campaign would be happy to explore them?
If I've done a poor job explaining the problem I'm having, please let me know and I shall clarify. I simply cannot think what I can do to engage the characters, despite how their players have been very involved with previous characters.
#1
This character is relatively new to the group, but is very engaged in the plot. He has been finding plot-important artifacts and hiding them away from the group's foes, and seeks to attain ultimate power for his race. His actions have progressed the plot, as he is advancing the group and interacting with powerful NPCs at the same time.
#2
This character has just joined the game, and is very engaged in the plot. Though he has yet to join the group, he's taking a very police-detective path toward identifying the group's enemies and discovering their plots. His actions will soon lead him to the group.
#3 & #4
These characters are the ones who have been in the group the longest. They have been in situations where they can't help but be involved in the plot, but they seem very hesitant to engage in the game if I don't push them. When I'm not forcing them to interact, they tend to stick around a spaceship or hotel for weeks, not doing much of anything.
Characters #3 & #4 had two mentors: a dragon and a talking book, but both have been captured by different groups. Despite the loyalty of #3 to both mentors, his ability to take over new bodies if he comes close to death, and the fact that he will likely be harmed if some of the group's enemies fulfill their plans, he doesn't see the point in doing anything. #4 has the Unkillable trait and CAN'T die, but cites the danger of prospective missions as his reason for not acting.
As they seem unwilling to pursue the central plot, I have attempted to give them other leads to bring them back into the action. Despite falling short on cash, they refuse to investigate any plot hooks, main quest or side quest, to interact with the game.
Am I wasting the potential of my campaign by providing them further plot hooks, when the other members of the campaign would be happy to explore them?
If I've done a poor job explaining the problem I'm having, please let me know and I shall clarify. I simply cannot think what I can do to engage the characters, despite how their players have been very involved with previous characters.