Dungeon Master Messing with Players- To Many Plots| GM 911
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Dungeon Master Messing with Players- To Many Plots| GM 911
Original GM 911 Post
Hail, Nerdarchy!
I have a problem, and I want your beautiful feedback to hopefully inspire ideas. I am running a homebrewed swashbuckling game for 5e, and we are 5 sessions in. It is set in a series of Isles that have been colonized by various people until the Elvish Empire came in and started brow beating everyone under their martial and religious law. The Crew (A sea dwarf Pugilist, a half dryad Moon Druid, a half-elf dishonorably discharged navy soldier who pretends to be a pirate, and a young girl who's uncle died and she now has powers granted through the slight unhinging of her mind) were saved by a badass Elf Pirate who hates the Elvish Empire and all elves. She is a diviner, and has read the future, and saw that these four would be able to help her, so she has tasked them to going to the seat of Imperial power here in the Isles to steal a certain piece of a rod from the Fortress. That's all fine and dandy. They made it to the city and are looking for a wizard named Arcanis, for he can cast magics to make the crew look more like elves so they can wander the Fortress with a lot more ease. BUT, Arcanis is missing, and the group thinks its been either done by the empire, or a group called the Society. The Society is known to be slavers, assassins, and thieves, but in reality they are Rebels, trying to bring down the Imperial Might. (the players don't know that yet. The Society made some mistakes on trying to get the Crew, and so the Crew thinks they are baddies, but they really actually want to help.
I have followed one of your guy's most frequent suggestion: Talk to Your Players. One of them says that he is having an absolute blast, but hes worried that there is no attainable goals. It feels like they aren't accomplishing anything-like every moment it seems like more and more bad things are revealed. Arcanis is missing, one of their crew seems to be a spy, they have made a very bad deal with a man named the Swordsman and now they have to assassinate the Lord Governors Daughter, and the dwarf (and the potential spy) just got poisoned by an attack.
So heres my question...What do I do?! How do I help make them feel like they are accomplishing something? I did not want their first mission to be super easy, but now it looks like I might have gone too far.
Thanks a bunch, and May Your Swords Stay Sharp!
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