Not wanting to hijack my own thread, I wanted to ask some ENWorlders their opinions about a somewhat drastic step.
First, allow me to explain that my group contains people of varying ages, game experience, genders, political opinions, etc. Mostly these are people who would never associate IRL outside of the game. Perhaps due to this, they very seldom work together very well.
Recent examples include a paladin who threatens to kill the associates of the chaotic neutral wizard or else to leave while on the mission in the wizard's guild tower; a pacifist cleric who heals the enemies in combat and walks away from the party if they deal lethal damage to opponents; another party member is trading party secrets to an obviously evil gang of ratmen and purchasing illegal poisons from shady associates.
The group is getting so incredibly disfunctional that in time they will have no "in game" reason for adventuring together; and some of these players will pull their characters out and do nothing for an entire session ... except blame me for their boredom.
Now that you know the backstory, I'd like to share my plan.
First, tell them, "Guys, you're making this really difficult. I'm afraid that some in game arguments have been carrying over in real life. Your characters should be more or less working together against the enemies NOT each other."
Here's my plan to make this work in game, which I have adapted from the Party Sheet and Tension meter from Warhammer Fantasy 3e.
If the characters are all working together toward a single goal, they get a small bonus of the party's choice (such as +2 to skill checks, +1 to defense for an encounter, etc.)
If even one member of the party is distracting the others, working against the party's goals, etc., not only do they not get that bonus, it's reversed to a penalty of my choosing.
Do you think this step is too authoritarian for a frustrated DM?
Retreater
(And unfortunately, I can't find another group if that's a suggestion. It's taken me years just to find these folks in my small town.)
First, allow me to explain that my group contains people of varying ages, game experience, genders, political opinions, etc. Mostly these are people who would never associate IRL outside of the game. Perhaps due to this, they very seldom work together very well.
Recent examples include a paladin who threatens to kill the associates of the chaotic neutral wizard or else to leave while on the mission in the wizard's guild tower; a pacifist cleric who heals the enemies in combat and walks away from the party if they deal lethal damage to opponents; another party member is trading party secrets to an obviously evil gang of ratmen and purchasing illegal poisons from shady associates.
The group is getting so incredibly disfunctional that in time they will have no "in game" reason for adventuring together; and some of these players will pull their characters out and do nothing for an entire session ... except blame me for their boredom.
Now that you know the backstory, I'd like to share my plan.
First, tell them, "Guys, you're making this really difficult. I'm afraid that some in game arguments have been carrying over in real life. Your characters should be more or less working together against the enemies NOT each other."
Here's my plan to make this work in game, which I have adapted from the Party Sheet and Tension meter from Warhammer Fantasy 3e.
If the characters are all working together toward a single goal, they get a small bonus of the party's choice (such as +2 to skill checks, +1 to defense for an encounter, etc.)
If even one member of the party is distracting the others, working against the party's goals, etc., not only do they not get that bonus, it's reversed to a penalty of my choosing.
Do you think this step is too authoritarian for a frustrated DM?
Retreater
(And unfortunately, I can't find another group if that's a suggestion. It's taken me years just to find these folks in my small town.)