If the players don't seek the information that their PCs need to advance the adventure, you have to come up with another way to provide it to them, or just toss out the module. For other ways, you can reveal the information overheard while the PCs are unintentionally eavesdropping, they can find it in a note, you can come up with a reason for the NPC to interact with the PCs (running from muggers, say). Tossing the module is obvious, but it's not desirable: presumably the players have joined the game knowing that they are playing the module.
There's a third option: let the players engage with something else - a side quest, or improvised content - and let them come back to the original adventure as they progress/complete the sidetrack. I do this all the time; one advantage is that it gives you time to think about something else for a while, and that usually makes room for inspiration to strike regarding a better/alternative way to make the needed information available to the PCs.
Eyes says:
I should have pointed out, this is a module. So it has a progression it has to go through. There was a way to make the intro through a third person I think I should've thrown that person into the mix. I had tunnel vision thinking I had pointed them out well enough. But really they would have been fine never meeting. It wasn't a end all have to thing.
This reminds me of another, sadly common, scenario: when the players take an instant dislike to a key ally and refuse to work with that character. It happens all the time, but my favorite example/cautionary tale is a game of
Defiance in Phlan (the very first
Adventurers League adventure) that I played
right here on Gamers Plane.
Defiance in Phlan is a collection of five mini-adventures, where each adventure starts with a representative of a different one of the five Forgotten Realms factions (Emerald Enclave, Zhentarim, Harpers, Order of the Gauntlet, Lords Alliance) presenting the party with a mission, then the mission happens, and at the end, completing the mission can earn the PCs favor and standing with that faction.
Everybody playing the adventure
knew this story structure, and
all of us players had played in at least one of the mini-adventures before we started this one, so there should have been no surprises.
In the adventure in question, a half-orc of the Emerald Enclave appears and tells us that a dangerous magic item has been smuggled into
this very restaurant, and he'll pay us to help find and confiscate it. The majority of the PCs go off and start interacting with the adventure, but the one player got it into their head that this was a trick (!!), and the Emerald Enclave agent
was actually a villain trying to steal the magic item from an honest citizen and trap us into being accessories. Their character got into a shoving match with the NPC, and the DM appropriately played the NPC as shocked and angry. The player took this as confirmation that the half-orc was evil, and provoked him further. The rest of us kept trying to talk to them in character, but the player refused to be convinced, and their obstinacy actually convinced another player to stop what their character was doing and join him in shaking down the half-orc. We then got to the point that we were begging the players in the OOC thread to figure out a way to stop it - there was no way that this adventure threw out the story structure that all of the adventures followed. But they couldn't figure out a way to back out of their commitment to the suspicion bit - "My character doesn't trust him!," and their characters got more and more belligerent with the half-orc, finally
starting a fight with the quest giver!!! After the rest of us completed the mission, the pugnacious players' characters refused to let us deliver the dangerous magic item to complete the mission. This confrontation resulted in several of the players quitting the game, eventually including the ones who picked the fight with the ally NPC. In addition, the poor, bewildered DM abandoned the nearly-empty game and I believe hasn't returned to the site since.
That's the most egregious example I can think of, but this thing happens in some form or another with distressing frequency. RPG players in general have a strong dislike of authority, and will often reject NPCs in positions of authority. I think this tendency may be exaggerated in play-by-post, so I encourage that GMs introduce NPCs in clear terms rather than trying to have the PCs interact with them to figure out their relationship. In play-by-post, it's better to say "You see Leb, the contact you were sent to meet" or "There's the Duke, who has had to make tough, unpopular decisions to prevent the most harm to his subjects" rather than "You are looking for Leb, and you see three people who fit their description" or "You see the Duke step out of the carriage and order his guards to question everyone." I wish I was more consistent with this, myself. Once the relationship is declared at the start, plenty of role-play in character can still happen, but you can nip in the bud the natural tendency of players to pick on a little detail as proof that the NPC is a bad guy who needs to be opposed at all costs.
Edit: In my example above, the DM could/should have nipped it in the bud, saying
"This is your quest giver, and each of you know that what he's saying is true: there is a dangerous item that needs to be found and confiscated before it kills everyone in the restaurant." But the DM didn't, and the players couldn't find their way out of the corner they'd roleplayed themselves into. Don't be like that DM.
Last edited March 5, 2025 6:12 am