[RPG] How to motivate players without the promise of gold and XP

gm-techniques

The only way I seem to be able to motivate my players to go on adventures is the promise of gold or XP they don't seem to want to go anywhere unless some kind of physical reward is promised.

For example: A little girl is dying of a disease and her father asks the adventurers to go to a hidden cave to harvest a special form of glowing mushrooms that is used to cure the disease, my players will say "how much can you pay us" or "what do we get out of it" in this case the father was so poor he couldn't give them anything, the players let her die…

…So that's my current dilemma so my question is…

How can I motivate my players in a way that doesn't entail a physical reward?

Best Answer

Start by asking your players why they're only interested in material rewards. If this group of players is not terribly interested in RP or story, and mostly want to play a game that allows them to collect money and XP, then you won't get very far trying to introduce story goals. On the other hand, it may be that your players feel that unless they ask for a reward up front, they do not get anything out of the adventure (which may mean that you as DM should drop more treasure/XP/whatever in general).

If they profess to want story goals, then start by adding goals that directly impact one or more PCs. For example, instead of poisoning some random farmer's daughter, use the fighter's younger sister, or the wizard's niece. Or even have a PC himself be poisoned. Basically, make it clear that the penalty for failure will be more than "nameless one-shot NPC dies".

Then, once the players have agreed to take on such a quest, find a way to reward them anyway. When they go looking for the mushrooms, perhaps they find the skeleton of another adventurer (and all his treasure) who had been poisoned like the girl, who had died trying to get the mushrooms. Then, later during a different adventure, they come across someone else who's been poisoned, and they can sell the location of the cave or any leftover mushroom stock.

This eases the players into the idea that not all adventures will have explicit this-for-that rewards. Once they accept the idea that not all rewards will be stated up front, but that treasure will still be dropped at interesting and exciting points during the quest, your players will be more willing to take on quests that don't involve direct material rewards.