As of this moment, I will be offline until mid-September.
Some highlights from the judge's position at the table:
How do you get players to care about their characters and your plot?
This is in the top 10 questions I get asked all the time. It's tough to do. Today I'll share one approach to encounter building that's part of the 5 Room Dungeon product I'm working on that helps you solve this tricky problem.
Here's the situation. You slave away crafting an awesome situation using the encounter triangle. You've got location, foes, and plot. You even add green flocking to your minis.
But then the hobos rip right through it. As the first foe starts to parley, the barbarian hurls a handful of dice in his face and cleaves the second guy on the backswing.
You then try to roleplay during the combat. But each word just buys the PCs time to sharpen their weapons, including the cleric (hey, how did the cleric get an edged weapon!).
In frustration, you bargain.
Johnn: "Hey guys, these baddies might have some important information. Maybe you should try talking to them."
Hobo 1: "Nah. We'll cast Speak With Dead after the XP cha-ching."
Hobo 2: "Forget that bro! Don't waste the spell slot."
Hobo 1: "Heh. Could good call, droogie. Hack on!"The problem that John is describing here is a direct result of the PCs' actions having no consequences.