My party does the same thing every time they get to an inn. And they have been traveling a lot, so lots of inns. Its effective for them and even though play mostly focus on one character for a while, nobody seems to mind. But it's getting old for me. What are some ways I can shake things up, or encourage them to try something new?
Here's what they do:
They convince the innkeeper to let the glamour bard play a show. If they have time, they promote the show using skywrite, and talking to locals, especially any one important or rich. Then the bard plays, backed up by his brother. He uses enthralling performance on the most important or richest people in the audience and the innkeeper. Then the bard gets everyone that failed their save aside after the show and pumps them for any and all information he can get. Sometimes the other pcs participate in the conversation, sometimes not.
A couple times I've said there was already another musician playing, but mostly it goes about the same way each time and works out rather well for them, which is fine but it's getting stale for me. Suggestions?
You could always have the Innkeeper refuse to have a show for whatever reason. I don't know the nature of your story, most of mine have don't have Inns and the party sets up camp off the side of the road, which could be the shake you've been looking for. Now you can have the ranger (or your nature/survival prof. player) hunt for food. Have them set up camp. Describe possible sites and have them choose one. This will also get them to role play a bit. Maybe one of them tells a story of their past as they sit by the campfire. Doing something like this every once in a while will help keep it from getting stale.
They do this repeatedly, because a) it works and b) it seems to have no repercussions.
Change one of those.
Things to consider:
Do the targets remember being charmed, pumped, or spilling the beans? If so - why do they not come after the party - or hire bounty hunters to extract revenge?
if the targets remember, why has the tactics of the party not become a cautionary tale? Their ( bad ) reputation spreading ahead of them, until they refused entry to town and cities.
What if the party suddenly acquires "dangerous secrets"? They are told a secret that some secret organization wants suppressed, or kept to themselves. Now the party is targeted because they "know too much".
What if there is a representative of the Law, or the local government, who witnesses this? Surely this can't be legal in the campaign world.
What if a BBEG decides to force the party to help them? Make them an offer they can't refuse - retrieve this secret for me ... or else.
What if there are non-human patrons in the crowd that are immune to the effects? How will they react?
etc. etc.
You just need to play out the repercussions of what they're doing in a logical, realistic manner.
Think of it this way: what do you think would be the reaction in the real world if there was a band who was travelling around the club circuit your area, drugging wealthy club patrons, and interrogating them?
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I am all for players using the abilities of their PCs, but there should be risk and conflict in it so that the players risk something for gaining information.
It’s your game world, but I would say thatcharming and controlling people -whatever the intentions - is hardly welcome in any society. How about you introduce some consequences for the players?
One way so to make them wanted for their actions. Start of with a weak band that attacks them. They have a wanted poster from somewhere the PCs were long ago. The bounty is modest. Then, a while later, others show up. They are more powerful and now the poster is from somewhere closer and the price higher. Rinse and repeat, if the PCs keep it up. Every time, ask for a Sleight of Hand or so and on fail, have someone find out with the risk of ecen greater dangers ahead.
You could also have the performance interrupted by a group representing the law of the kingdom they are in, ready to charge the PCs for a grievous offense. Or a posse from the village showing up, ready to chase them out.
My party does the same thing every time they get to an inn. And they have been traveling a lot, so lots of inns. Its effective for them and even though play mostly focus on one character for a while, nobody seems to mind. But it's getting old for me. What are some ways I can shake things up, or encourage them to try something new?
Here's what they do:
They convince the innkeeper to let the glamour bard play a show. If they have time, they promote the show using skywrite, and talking to locals, especially any one important or rich. Then the bard plays, backed up by his brother. He uses enthralling performance on the most important or richest people in the audience and the innkeeper. Then the bard gets everyone that failed their save aside after the show and pumps them for any and all information he can get. Sometimes the other pcs participate in the conversation, sometimes not.
A couple times I've said there was already another musician playing, but mostly it goes about the same way each time and works out rather well for them, which is fine but it's getting stale for me. Suggestions?
You could always have the Innkeeper refuse to have a show for whatever reason. I don't know the nature of your story, most of mine have don't have Inns and the party sets up camp off the side of the road, which could be the shake you've been looking for. Now you can have the ranger (or your nature/survival prof. player) hunt for food. Have them set up camp. Describe possible sites and have them choose one. This will also get them to role play a bit. Maybe one of them tells a story of their past as they sit by the campfire. Doing something like this every once in a while will help keep it from getting stale.
They do this repeatedly, because a) it works and b) it seems to have no repercussions.
Change one of those.
Things to consider:
etc. etc.
You just need to play out the repercussions of what they're doing in a logical, realistic manner.
Think of it this way: what do you think would be the reaction in the real world if there was a band who was travelling around the club circuit your area, drugging wealthy club patrons, and interrogating them?
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
I am all for players using the abilities of their PCs, but there should be risk and conflict in it so that the players risk something for gaining information.
It’s your game world, but I would say that charming and controlling people -whatever the intentions - is hardly welcome in any society. How about you introduce some consequences for the players?
One way so to make them wanted for their actions. Start of with a weak band that attacks them. They have a wanted poster from somewhere the PCs were long ago. The bounty is modest. Then, a while later, others show up. They are more powerful and now the poster is from somewhere closer and the price higher. Rinse and repeat, if the PCs keep it up. Every time, ask for a Sleight of Hand or so and on fail, have someone find out with the risk of ecen greater dangers ahead.
You could also have the performance interrupted by a group representing the law of the kingdom they are in, ready to charge the PCs for a grievous offense. Or a posse from the village showing up, ready to chase them out.