[RPG] How to incentivize the players to fight and upgrade their weapons/armors

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I recently started to make my own homebrewed RPG which is based off Pathfinder with the Monster Hunter games' mechanics.

One of the mechanics I tried to add is the idea to farm monsters for materials that you use to upgrade your armor and weapon in order to hunt bigger monsters and advance through my scenario.

We play tested it yesterday and what happened is my players avoided every monster I put on their path (even when a whole group of adventurers were already fighting the said monster and they just had to help).

They then set fire to entire villages and tortured the local population (which is supposed to be in relative peace with the PCs' city) and plundered a desert caravan for a few monster resources.

They then proceeded to the entrance of the boss lair. A monster with 94hp and hitting 1d6+2 twice every turn against the PCs with 14hp at best and dealing 5hp in the lucky event they'd get a hit through…

No need to say they got slaughtered and the session ended there. (One of the players also tried to run away from this fight, failed his escape roll with a 1 and got smashed to bits)

I'd rather my PCs would try to upgrade their equipment a bit rather than having to lower my boss fight difficulty because they avoid every single fight

How do I incentivize my players to gather resources in order to upgrade their equipment ?


I don't expect very precise questions on my game mechanics to be relevant so I spared you the details but if it is actually necessary I will edit the post.

Best Answer

Have a Session 0

Seriously, have a session 0 and discuss what kind of game you're wanting to run versus what kind of game they're wanting to play. There's a clear stylistic mismatch between you and your players, and that should be talked out OoC, not with in-game incentives. No amount of in-game incentives are going to make me want to play Halo when I was expecting League of Legends, and similarly, no amount of in-game incentives is going to stop your players from playing Dark Souls when you're offering them a grinding game.