Frustrated GM

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.jayderyu:
Some good advice here. Especially examining the play style. Here is also a suggestion that crossed my mind.

Even if they want to be mercs. Stop giving missions. Turn it around. They have money, they have mercenary fame. They meet Mr contact. They don't make the deal. Then boom it was a trap. An enemy from their past mission comes back. The players can't turn down the story. It's not an option.

If they are armed then it starts with a fire fight. Then they need to discover who, what, when where and why to get this organization off there case. If they aren't armed for some reason. Gas them. Throw them in prison and have them do a break out over a series of sessions.

Stop giving the players a choice to turn down jobs. They don't want family background. That's fine. In there long search to discover who want's there heads. Start throwing in relationships.

Otherwise. Go with the other persons idea. Find out even if they want to play at all.

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