Help needed with a Masks player- Social levers
I would consider adding an element of 'stakes' to the story. The character is running roughshod over the tale because it's fun and doing so doesn't cost anything. Make some of those player's choices have consequences in other words. Consequences in a way that affects the game.
Teacher's mad at the PC, PC is meh, doesn't bother me. Maybe that bad attitude escalates the situation, the teacher was only going to verbally counsel ... but now makes a formal complaint to the school board or whatever. Maybe the student gets on academic probation. Committee memberships might be in question, team sports might have to wait until the matter is cleared up. Certainly no attending prom, attending field trips, or walking during graduation ... upcoming scholarships might be in question, etc
Maybe the student gets accused of something that isn't even true. Rumors fly. Cheating with someone else's significant other? An honor code violation? Hired a stand-in to take the college exams or something? Something that jeopardizes her ability to use her mean girl persona to be the social-batman. The 'mean girl' vibe only works if people let it ... maybe whatever scandal that gets dreamed up sidelines the PC in the world of the 'school pecking order' and takes the wind out of her sails a bit. Have her see what it's like to be on the other side of the conversation. Someone ignores her, or disregards her, or knocks the lunch tray out of her hand causing uproarious laughter ... something like that.
Ignoring the (vicariously living through the hero) family? Have them need her at a time you reasonably think she'll ignore them. Guess what? Mom/Dad/Grandma is in the hospital, or jail, or got fired or whatever. A huge life event just dropped on the family, and the hero was too busy to give a damn. Skipping the phone call was a bad choice, the family really needed the PC and they were not available. Have the PC's distance from the family be the reason that the 'family trouble' spooled out of control. It should be something that she could have fixed/avoided with a snap of her fingers. Basically, come up with a "If only they had been there" kind of situation ... and then turn that dial up to eleven.
For the aunt? More of the same. Maybe this aunt buys into the rumors of cheating or family drama or something ... or is really let down that the PC could have (but was not) there for the family in their time of crisis. You could have the aunt sit them down with a whole "I'm not mad, I'm just disappointed" speech. Make it sting.
All of these sticks though, they only have the effect you'll be after if you whack the character with them after they make an obviously self-interested choice to ignore the situation. If they are doing everything perfect and then you whack them out of nowhere ... they won't feel like they earned it. Make it karmic. Put the player in a situation though where you reasonably assume that the player will ignore the problem ... fully expecting there to be no consequence because there haven't been any (well, any that matter, at least not yet). Then wham, the plot stick comes out of nowhere and whacks them with consequences — real consequences, dire consequences, perhaps life-changing consequences — and the PC will have no one to blame but themselves.
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I'd be careful though, with making the fiction seem punitive. It can't have the 'you are playing wrong and I am punishing you for it' vibe. If it does ... it quickly sours the game. Whatever drama you decide to spice the hero's life up with ... it should further the story in some way.
This message was last edited by the user at 00:44, Sat 27 Feb 2021.