[RPG] How to make the players realize that if they use their consumables, I will get them to easily replace them

gm-techniquesnew-playerspathfinder-1e

I have recently started running a game of Pathfinder for a bunch of friends who hadn't played tabletop games before. H

The problem

They never use the scrolls or potions I give them, thinking that the potions will be needed later. When one player actually used one potion, the others got really angry with the player, asking what they were going to do when they faced a stronger monster (I think they've played too many role-playing video games).

I give them consumables in order to make them be able to take on tougher foes; because they avoid using them all the time, most of the slightly tough encounters I prepared become much harder to get past.

If they used the consumables, I would provide them with more. How can I make my players realize this fact and start using their scrolls and potions more freely?

Best Answer

Give consumable items that go away on their own.

I speak as one of the players who will absolutely hoard every potion they get forever, and try to sell them in town for gear upgrades. So your characters want to hang onto their potions? Okay. Cool. Let them. Introduce a new type of consumable item - mushrooms or something. Every time you take a long rest, you roll a d6 for each one, and the mushrooms that get a 6 stop being useful. This forcibly breaks the idea that those items have any sort of long-term hoarding value, and no one in town really wants to buy the things because in a week they'll be useless anyway. Have mushrooms grow in high-magic areas (like the places that you'll often have to fight monsters) and basically duplicate potions. Possibly have the occasional herbalist in town who sells them for cheaper than the alchemist sells potions, but still won't buy the things, because if the party doesn't want them, she has no one to sell them to.

Once you utterly break the idea that the consumables can be seen in any way as a long-term resource, people will start using them as the short-term resource that they're intended to be... and those same urges to not waste will bite them every time they roll a six during a long rest, encouraging them further not to hoard. In the meantime, they don't have a reason to feel cheated because you're not taking anything away. They still have the potions they've earned, they can hoard them all they like, and they can even buy more. It's always easier to give a new thing than to take an old thing away.

I admit that I haven't been in a game where this was tried, but it would totally work on me. This answer refined from part of an earlier answer by Quadratic Wizard.