Originally Posted by
Mordar
I admit I don't have the benefit (?) of having been involved with these tales of woe before, but there is no part of this issue I don't lie at the feet of the players.
A literal child knows if you call the police for help you need to tell them why you need help. And the police, like the Fae (reportedly, I capitulate) ask the questions is a very direct and simple fashion to elicit the answer that is most important. "You want me to come and arrest (beat up) these people you say are bad. What bad things are they doing?". Child says never mind, cops don't roll. Heck, take police out of the issue and use plumbers. "You want me to come to your house to plumb? What is the problem you are experiencing?".
They weren't expected to come to the Fae and say "Look, these bad guys in my building are planning to attack your secret outpost in the woods so you better come bust them up." The were asked, once they had asked for help, what the bad guys were planning, or what they had done. This was simple JRPG level conversation...the players selected the "Never Mind" response instead of the only other option that was "Here's what we know". They didn't have any need to know that the attack was important to the Fae...this is where they would learn that fact, if they had engaged any more than simply asking a group of randos to come and fight scary monsters for them, and then bailing once they didn't get the answer they *immediately* wanted.
And if we pretend that the PCs have non-WoD genre savvy to worry about Fae creatures and favor shenanigans, what remotely functional brain would think "Telling them a fact I know is *far* more risky than showing up here and asking them for a favor like fighting scary werewolf things, so instead of answering I think I'll ask several more of these crafty critters."
This specific instance if what we are presented is remotely accurate is failure to respond to a normal world situation in anything approaching a normal way. It is not seeking the One True Solution, and whatever the GM's sins of the past, this strikes me as a totally reasonable layout of nodes in a Story (since it is WoD) that lets neophytes learn about and engage with the World of Darkness.
- M