Originally Posted by
Quertus
1) Losing half their treasure is "just because", in that no action they take will change that amount. No matter how much of their money is invested in retainers, no matter what those retainers' orders are, no matter if all their money is in one gem that they swallow if captured, they lost half their funds. It's a Gamist "just because", no matter the attempt to put a logical window-dressing on it after the fact.
2) yes, make that thread.
3) so just boil it down to a check for him. Just make those explicit rules I talked about, so he has to fill in all the blanks in the process of asking for said roll. "I attempt to convince x to do Y for me, using z as payment / leverage / etc. Diplomacy DC Q?"
4) yeah, probably.
5) cool. Although I am a bit confused by "personality without motivations"... Unless you mean that the characters had personalities, but the players lacked motivations.
6) does the detail level change your immersion level? Do you feel equally immersed using player skills to haggle with a merchant, using complex Ven diagram haggling rules to determine your current state in the haggle process, making a single haggle skill check, and drawing from a "haggle results" deck?
7) fair enough. It is their first time using the system though, is it not? So them Exploring the system is to be expected, and produces similar results.
8) I think that they have to have "immersion and long term interest in the game" in the first place for them to kill it.
I agree that their actions are not conducive to forming such. So, what (if anything) can you do to provide an environment conducive to them forming "immersion and long term interest in the game"?
9) "I convince the BBEG to be help with this Simple task of handing over the McGuffin of Doom, offering the Amazing commodity of my friendship". Whether the GM agrees that this is a simple task, and whether the GM agrees that The Power of Friendship is an Amazing-rank commodity says a lot about the tone of the game.