In a campaign I'm planning, one of the first quests is a simple gopher mission given by a farmer (we'll call him Chekhov). As a reward for this, they get Chekhov's Sword, which is more a rusty heirloom mantlepiece than Ultra Doomsmiting Stabby-Slicer Of Orc-Shredding. Still, it'll have use later, so I want to make sure the PCs don't hock it off at the Local Loot-Pawning Shop™ or chuck it into a lake or something.

There are four main obstacles:

  • The sword can't be too powerful or valuable, or either the impoverished farmer would've sold it himself ages ago (not to mention the PCs would want to liquidate it themselves that much more quickly) or some PC would use it for themselves.
  • I don't want to be too blunt or obvious, because railroading is terrible writing and I want to see at least a modicum of deductive reasoning be used later. (This is also why I don't want the PCs using it under normal circumstances.)
  • The PCs aren't particularly sentimental, aesthetic, or trustworthy (so they wouldn't keep it for memories, decor, or to honor a request -- dangerously pragmatic for writing a Chekhov's MacGuffin in).
  • The sword's main value is its sentimentality to the farmer. IT HAS ABSOLUTELY ZERO INHERENT VALUE OTHERWISE. The party cannot know why this is so valuable, though.

So, how can I make sure they hang on to the sword despite all that?

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What use will the sword have later? Maybe that will have some bearing on why the party doesn't sell it now. – Dan B yesterday
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Is the farmer literally called Chekhov? Players may have already figured out that Chekhov's sword would see further use in the history. – Daerdemandt 21 hours ago
    
    
@Daerdemandt No, more for fleshing out the question. I've very few Russian writers in my world. – Papayaman1000 8 hours ago
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Is the sword named already? When party tries selling it, dealer may recognise it as "Chekhov's sword". As for a farmer named Chekhov, I thought that was literally - some cherry orchard, three sisters in the house, maybe some seagull noises in the background. Also, chucking sword to the lake does not exclude it from history. For all they know, the sword may become a basis for a system of government. – Daerdemandt 7 hours ago
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Let them sell it. Later, when they realize they needed it, let them troop back and buy it again. It can be a little mini quest: "figure out what happened to that sword we vendored".

I think your more general problem is that "the sword you need was coincidentally given to you as a reward for a fetch quest when you were low level" is already pretty hokey. So, if you really want something realistic, you might need to rethink your basic premise.

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I concur with the let them sell it idea. You might have strong hints later that suggest the sword has additional purpose or that it; depending on it's powers perhaps it's out there making Joe the Merchant into a master swordsman that's tearing it up at tournaments and whose name is sung louder than the players'. – Pyrotechnical yesterday
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I love this answer. A quest to go and find this mysterious old sword could be great fun. A big chain of sales and 'I sold it to a travelling salesman, he should be in X by now I expect'. – Miles Rout yesterday
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It could even be a race to recover the sword against the big bad evil guy. – Miles Rout yesterday

Refuse to buy it from them

The first shopkeeper they encounter might recognize it as an invaluable family heirloom, and refuse to buy it in those grounds. On the other hand, he might also recognize it as worthless, and offer only 2 copper for it. This might key players in to believing that they're meant to hold on to it, without giving away any of its power or true future value.

Give it a roleplaying purpose

Perhaps an innkeeper at a nearby town spots the sword on your player's belt, and makes it into a conversation piece. Perhaps she tells a story of the sword's long history, and the battles that Checkov's family fought with it, or perhaps she implies that the fact the sword was given away means that there's been an established trust between the players and this family, and that may open doors for them later in their journey. This option may key the party in to some idea that the sword has material importance, but it may be in a way they don't expect, and with the right group, this way could lead into some great experiences and development.

Let them know what it can do

Give your player's a story about how the sword was once a great weapon of dragon slaying, but it's magic has since been lost. Let them know that only a very difficult ritual could reactivate those powers and that it might take time and several levels before it can be re-activated. This can encourage them to pursue certain objectives, or lampshade a BBEG earlier than you may want, but it certainly ensures that the party keeps the weapon.

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But these are both fairly heavy-handed, not to mention they play to the sentimental side. Besides, the impoverished farmer obviously has nothing more to offer. – Papayaman1000 yesterday
    
If they're helping an impoverished farmer, they might actually care about sentimentality. – THiebert yesterday
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@Papayaman If you've already decided what the players must do, you can't really avoid being a least a bit heavy-handed in ensuring it happens. – SevenSidedDie yesterday
    
@THiebert The thing about my players... they're raging assholes in any world they're dropped in. They're helping the farmer because they heard the payment is an heirloom sword. They thought this meant it'd be useful. Not quite, for their purposes. – Papayaman1000 yesterday

As a variant on the "let them sell it" answer, don't give it to them. Instead, have the farmer offer them some reward that he can supply because he's a farmer, like stabling for their horses, or other supplies that he generates on the farm.

However, make sure that the PCs know he has an old sword, with legends attached to it, and that one of those legends has unfulfilled clauses. If you play this right, the PCs will come back to the farm regularly, and the farmer will become a friend. So when they discover the sword they need is the one he has, all they have to do is ask him for it, although few other people know that it still exists, never mind where it is.

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Make the merchant act suspiciously every time they try to sell the sword.

One could ask for a sacred expertise of the sword. Another can call it a replica and throw the PC out of the shop, claiming that he will chop heads if he ever see them again.

Or Merchant could see the inner value of the item and try to buy it extra cheap because if the party knew about this sword they would never show it to a simple merchant like him.

Or the merchant could be willing to pay any amount of gold for the sword. When the players try to bargain for the price, say "Deal!" the second they say the 1st price. And "Deal!!!" every time they try to raise the price.

If they still manage to sell it.. Just wait till they realize that was a mistake. And profit...

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Give them a clear sign that the sword is more important than it seems. Some suggestions:

  • When the magic-user of the party touches the sword, they feel something magic about it, but can't quite make out what it is.
  • The next night, have the character carrying the sword have some vague prophetic dream about it.
  • When the importance of the sword has nothing to do with magic, put some inscriptions on it which the farmer can't read (him being illiterate is not implausible) but which say something important to the more educated player characters. Have them roll every knowledge check in the rulebook. Most players will get the hint that you wouldn't bother having them roll when it wouldn't matter. The information you give them on success doesn't need to be helpful enough to be a spoiler and you can also put some information into what you say on a missed roll ("Due to your poor history knowledge you can not remember the name of the mighty hero who once used this sword or what existential threat to the universe it was which he slew with it").
  • Have some NPCs act suspiciously interested in the sword. For example, you could have an NPC approach the PCs shortly after they acquired it who offers them some outrageous amount of money for it (how does he even know the PCs have it? Another mystery to solve for your players). But have that NPC insist that the trade happens in some suspiciously convoluted manner, like through dead drops (which end up being ambushes) or middle-men (which turn up dead).
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Hint at the Future Use

Whatever the future use will be, somehow drop a hint that it will, against all odds, be useful later on. Like, if it's going to be traded to a distant relative of Chekhov, have a young relative see them with it in town and mention that he thinks his uncle in another town might be interested in it.

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