My players seem to live by very well without paying much attention to bonds.

My players seem to live by very well without paying much attention to bonds.

My players seem to live by very well without paying much attention to bonds. Therefore they make few interpersonal roleplaying and get no XP for resolving them. Session after session they carry the same bonds and only some resolve any. Is that the way it should be or am I GMing it wrong? Is there such a thing as an “average” rate for solving Bonds? Thanks for your input.

4 thoughts on “My players seem to live by very well without paying much attention to bonds.”

  1. During the end of session point, if you did not resolve a bond you have the option to make a new one if you want.

    So if your players just don’t like the bonds they have, encourage them to make new ones of their own.

  2. If a Bond no longer applies, because it got resolved, doesn’t apply, or simply because the players aren’t interested, then it can be replaced.

    But if the players are still having fun, I don’t think it really matters. Maybe they’re more interested in action and adventure than character exploration and relationships. That’s fine. Just point out how it works and remind them it’s there, but don’t push the players to use them. Seems to me that if they were interested in resolving Bonds, they would be doing so.

  3. Did you ask them why?

    And, do they know the mechanical aspects of Aiding someone they have a bond with?

    I ask because I was sure my players were…

    Maybe if they start to aid each other, they will come to understand their net of bonds better, to a deep level that allows them to play along with bonds

  4. You can draw out Roleplaying, and the development of bonds, by framing scenes that address or challenge the PCs bonds directly. If PC1 thinks PC2 is weak and needs to be protected? Make sure PC2 gets in trouble and needs protection, or that PC1 gets in trouble and only PC2 can help, etc.

    Look for opportunities to interrogate the bonds as written, with the monsters – traps – adventures – and moves you make. Set things up to be relevant to a given bond, and then ask the player “so PC2 is super weak right? Right?“

    Then roll with whatever happens.

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