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The story got out of hand need advice
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<blockquote data-quote="Wik" data-source="post: 6750471" data-attributes="member: 40177"><p>Honestly? Finish the campaign. Grit your teeth, and bear it. Tie up whatever plots you have hanging as quickly as possible, throw something tough at them, and let the chips fall where they may. If you like your campaign world, you begin again... ten years later. Or twenty. Or whatever.</p><p></p><p>The previous PCs' actions have had an effect on the world, but now the region needs NEW heroes. Make new PCs, learn from your past mistakes, and go from there.</p><p></p><p>The guy that likes his PC gets a finale to his story; the guy that wants to start again can do that, eventually.</p><p></p><p>In the new campaign, maybe dial down the new stuff you're adding (magic items, class expansions, etc) until you've got a firm grip on the art of running a game. Nothing kills a game quicker than self designed stuff. I had the same thing happen to me recently - I converted a race from 4e into 5e that was "needed" for my campaign world... and had the only player who was interested in playing them take one long look and say "You realize these are uselessly broken, right?"</p><p></p><p>And he was right, more's the pity. </p><p></p><p>We all make mistakes. Tell your players and get them to help fix the problems when they come up, and you're already more than halfway there.</p></blockquote><p></p>
[QUOTE="Wik, post: 6750471, member: 40177"] Honestly? Finish the campaign. Grit your teeth, and bear it. Tie up whatever plots you have hanging as quickly as possible, throw something tough at them, and let the chips fall where they may. If you like your campaign world, you begin again... ten years later. Or twenty. Or whatever. The previous PCs' actions have had an effect on the world, but now the region needs NEW heroes. Make new PCs, learn from your past mistakes, and go from there. The guy that likes his PC gets a finale to his story; the guy that wants to start again can do that, eventually. In the new campaign, maybe dial down the new stuff you're adding (magic items, class expansions, etc) until you've got a firm grip on the art of running a game. Nothing kills a game quicker than self designed stuff. I had the same thing happen to me recently - I converted a race from 4e into 5e that was "needed" for my campaign world... and had the only player who was interested in playing them take one long look and say "You realize these are uselessly broken, right?" And he was right, more's the pity. We all make mistakes. Tell your players and get them to help fix the problems when they come up, and you're already more than halfway there. [/QUOTE]
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