[RPG] How to the character coerce uncooperative player characters

metagamingroleplayingsystem-agnostic

Occasionally in games we find ourselves in a situation where the player characters might not want to co-operate even if their players do.

How do you handle the party coercing those characters into taking action to keep the story moving, without offending players or breaking suspension of disbelief?

Example:
A group is in the Shadowfell, and several of the party members have fallen under an effect that causes them to believe that the domain they're currently in is the only domain in existence. We need to sail to another domain, through the mists, but the characters believe there is nothing there. How can the party convince them to face certain death?


This is not a question about coercing players!

Best Answer

From the player's seat

  • Offer something the other character wants. The player knows what to do here, and she just needs an excuse to do it. Supply one. A little bribe or rationalization is all she needs and you'll be off and running in no time.

  • Get the GM's permission to figure stuff out in-character. That means more than just knowing yourself, but rather having the evidence to convince others. Then you can be the Cassandra running around trying to explain how the universe is tricking everyone and that there really is no certain death beyond the mists, and they can choose not to believe you as long as that's fun to role-play. When the fun wears off, everyone can give your character a chance and escape. If it's not fun, the GM and everyone else is probably looking for an "out," anyway.

  • Prove you're right. Cross the mists and return with proof, or whatever applies to your situation. This might mean splitting the party briefly, but at least you'll be having fun while they role-play being bored in their single domain. When you cross the mists and return, you'll be a big hero.

From the GM's seat

  • Don't put the characters in a dead-end situation. The whole problem can be avoided if you always make sure that all player choices lead to something interesting, and that all failures lead to something interesting.

  • If you're going to try to own "the story," then there will be times when characters end up in a crappy situation. Hey, it's your story: you put them there. Get them out. Suspension of disbelief? Work around it. "The magical effect wears off in about a week. Now what do you want to do?"

  • Make every situation interesting. So they're stuck in this domain in the Shadowfell. Make it interesting. Set up some role-playing and exploration encounters there that slowly start to suggest to them that they're ensorcelled into believing there is only the one domain. Maybe let themselves play a version of themselves trapped in their own minds, struggling with monsters and demons and traps to get through to their "outside" selves. If they can get through to them, they can wake them up and show them that there are other domains.