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<blockquote data-quote="Clint_L" data-source="post: 9050997" data-attributes="member: 7035894"><p>It's going to be tricky if your wife can't buy in - it's nice that she will support you guys doing it, but it will be hard to immerse in the story when a player is not really engaged.</p><p></p><p>To work with that, I definitely suggest doing home-brew and keeping it simple. Instead of having the players go out looking for adventure, have the adventure come to them. This is because, in the situation you describe, it will probably be tough for them to initiate things because they don't really know what they are doing.</p><p></p><p>For example, start the next campaign with the players gaining consciousness locked into an underground cell - maybe they can hear some guards out in the hall, but they aren't sure how they got here. Their first task is figuring out how to get out of the cell. Then they have to get past the guard, perhaps using the opportunity to learn a bit about what is going on, but not too much (they're only guards, after all). Now maybe there's a dangerous passage they have to traverse, etc.</p><p></p><p>In each case, keep the problem they need to solve fairly straightforward, but pace it so that solving one problem leads directly into the next. That way, the focus will be more on tactics than roleplaying, so they will get a chance to learn their character abilities and how to play the game without having to do too much "acting" and feeling embarrassed. As they get into it, you can start throwing a few more RP opportunities at them, to see if they run with it - maybe there's a creature that could be helpful if approached the right way, or something.</p><p></p><p>And keep this initial adventure short - maybe 1-2 games - so that they don't get lost in too big of a plot. Maybe they were captured in a case of mistaken identity, but then work out that the real target has also been captured and is in a cell nearby, and will reward the party handsomely for help escaping. Something basic, not a complicated plot like <em>Frostmaiden</em>.</p><p></p><p>After they escape, that NPC could become a patron of sorts, which you can use to help guide the players to the next adventure.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9050997, member: 7035894"] It's going to be tricky if your wife can't buy in - it's nice that she will support you guys doing it, but it will be hard to immerse in the story when a player is not really engaged. To work with that, I definitely suggest doing home-brew and keeping it simple. Instead of having the players go out looking for adventure, have the adventure come to them. This is because, in the situation you describe, it will probably be tough for them to initiate things because they don't really know what they are doing. For example, start the next campaign with the players gaining consciousness locked into an underground cell - maybe they can hear some guards out in the hall, but they aren't sure how they got here. Their first task is figuring out how to get out of the cell. Then they have to get past the guard, perhaps using the opportunity to learn a bit about what is going on, but not too much (they're only guards, after all). Now maybe there's a dangerous passage they have to traverse, etc. In each case, keep the problem they need to solve fairly straightforward, but pace it so that solving one problem leads directly into the next. That way, the focus will be more on tactics than roleplaying, so they will get a chance to learn their character abilities and how to play the game without having to do too much "acting" and feeling embarrassed. As they get into it, you can start throwing a few more RP opportunities at them, to see if they run with it - maybe there's a creature that could be helpful if approached the right way, or something. And keep this initial adventure short - maybe 1-2 games - so that they don't get lost in too big of a plot. Maybe they were captured in a case of mistaken identity, but then work out that the real target has also been captured and is in a cell nearby, and will reward the party handsomely for help escaping. Something basic, not a complicated plot like [I]Frostmaiden[/I]. After they escape, that NPC could become a patron of sorts, which you can use to help guide the players to the next adventure. [/QUOTE]
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