Uuuuugh. That is rough, no doubt. So, generally I try to have hooks that are linked to the PCs in some way, either through things I know the players like/hate and will get them involved. Or to have them more directly linked to characters through NPCs or locations they care about.
— Dan Dillon 👥 (@Dan_Dillon_1) July 8, 2019
When they flat out refuse, you have a couple options. You can try to pivot and twist the hook into something they’ll care about, but that can be really tough to do on the fly… You could also try the direct approach and say something like "You're totally free to go where your characters would want to, but this is what I have planned, so if you're not interested in this adventure I'll need a few minutes to adjust my plans."
— Dan Dillon 👥 (@Dan_Dillon_1) July 8, 2019
Or, flip it back on them. “Okay. the [hook] wanders away. Now what do you want to do?”
Let them take the lead, and use the prepared adventure/encounters you had and reskin to fit what they are interested in pursuing if possible. Having a backup plan in your back pocket is a great idea if you have the bandwidth or the material to help you prep.
Products like "Prepared" and "Prepared 2" from @KoboldPress are invaluable for that sort of thing. They're short, side-trek type encounters you can drop in.
— Dan Dillon 👥 (@Dan_Dillon_1) July 8, 2019
I presented it again in a modified form, but it was pretty flat compared to the original. I know I shouldn’t be overly attached to plot ideas, but it was taking some storytelling gymnastics to bring this party together. Is railroading ever a good idea? What do you mean by railroading? This is a broad question that people will have different reactions to, and even different definitions.
Some people look at published adventures in their entirety as railroading, but I swear by them.
— Dan Dillon 👥 (@Dan_Dillon_1) July 8, 2019
Oh, so this was even the introductory adventure for the party?
Turns out the players in an RPG also have a responsibility toward making the game work. Building characters that will work together is crucial. Thinking more on railroading, sometimes there isn't a feasible means out of a given circumstance. For instance, you mentioned the bard "Talked his way out of it." Sometimes that's just not going to work
Words alone can only go so far, and sometimes a confrontation is inevitable
— Dan Dillon 👥 (@Dan_Dillon_1) July 8, 2019
It's important to only use this approach where it makes sense, otherwise it creates the atmosphere where you players can't affect the game world, BUT, I'll touch on it a bit more when I dig through the DMG and get to the Social Interaction rules (pg 244, if you wanna jump ahead).
— Dan Dillon 👥 (@Dan_Dillon_1) July 8, 2019
You're welcome! I hope some of it helps, and good luck!
— Dan Dillon 👥 (@Dan_Dillon_1) July 8, 2019