[RPG] How to encourage players to take plot hooks and accept quest rewards

dnd-5eplot-hookstreasure

I messed up at the beginning of the campaign by introducing an element of urgency to the plot, and the party was recently split. All that's on their minds now is getting the party back together, even though I had a series of sidequests planned to level them up/tide them over for adventure while they're split up, and they don't want to engage in those sidequests.

They've also had a habit of turning down rewards for completing quests, which becomes a problem because now 7 months into the campaign they don't have any money to buy things they need.

My question is not "how do I force my players to play by my rules", but it's "how do I fix the mess I made and encourage (not force) them to pick up rewards and take sidequests when they see them"?

Edit (7/9/18): Good news everyone, they somehow convinced a vampire to pay them 80 gold to leave him alone and let him nap. So they've found a way to solve their money problems temporarily, they've become pretty frugal bunch now when it comes to buying road rations and equipment, but I'll take your other answers into consideration. Thank you all for your advice about plot hooks too 🙂

Best Answer

If they want to get the party back together so badly, come up with sidequests that will help them do so. It doesn't need to be something they go out of their way to accomplish. If they're separated by a geographic obstacle, like a mountain, drop hints about a tunnel shortcut that is potentially dangerous, but will reduce their travel time considerably. The sidequest doesn't actually need to help them get back together (like if they follow false rumors, or an NPC lies to get them to do something), but they will be more likely to follow leads in that direction. They seem to have a clear party goal at the moment. Work with that.

As for their habit of refusing rewards, there are a few ways of handling this. You could make the relevant NPCs a little pushier ("we insist, it would be a great dishonor to us if you left without payment"), or maybe just have word of their altruistic nature spread. They could become widely-known folk heroes. Merchants might give certain goods for free, taverns and inns might refuse payment, and local craftsmen might fall over themselves for the chance to provide services. Of course, this could also result in people taking advantage of the PCs' generosity, and nefarious groups might become concerned by the group of famous goody two-shoes adventurers. It would be a different dynamic than is usual, but could be made to work.

If this doesn't work for some reason, they could acquire what they need through different means. Simple items can be crafted, and rarer ones might be found in monster dens or in dungeons. Liquid wealth is less important in this edition, especially because magic and masterwork items are harder to come by.

If all else fails, make their lack of resources an increasing issue. Every town they visit saps their resources, and if they don't find a paying job soon, they won't have enough money for food or lodging. If they can't afford a place to stay, NPCs might start treating them like the dirty vagabonds they appear to be. Even the most altruistic of parties will eventually accept payment if they are desperate enough.