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2 year campaign down the drain?
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<blockquote data-quote="noko" data-source="post: 7974647" data-attributes="member: 7022809"><p>You know, eight is a really big table to manage. Just by the law of averages, you are going to be ending up with players who's playing style doesn't jibe well with what you thought your campaign was going to be. I get the impression you feel the Drow Rogue player is a bit of a problem and that is probably true. Chaotic players are like that and that is why a session zero is vital to make sure everyone is agreed at least on what sort of a game you envision playing. Next time, try to resist temptation and keep the table down to half that number.</p><p></p><p>I would call this a bit of a trainwreck at the moment. But, fear not! I agree with the others that you should just let the chips fall where they may. I might inject a bit of a Keystone Cops element there with them chased by what appear to be overwhelming numbers through town until they are deftly saved by a character in a side street in the nick of time who turns out to be a minor crime boss impressed by their idiotic chutzpah that wants a cut of the action. At that point, I would potentially drop a second session zero into the game as they make up their minds to take or reject that offer to allow for this very large group of players to actually discuss where this is all going. There very little likelihood they have all discussed it beforehand.</p><p></p><p>If they choose the evil route, so be it, go nuts with having them pal up with the underworld, and have fun with it. The game never does seem to finish where you think it will anyway and that's a huge part of the fun for the DM. If they choose redemption, the boss withdraws the offer and kicks them out at a slightly different location where a worthy opponent of the boss might just offer a quite tough quest for redemption. The game may never quite get back on track either way but that's not what D&D is all about. Consequences and changes in goals abound.</p></blockquote><p></p>
[QUOTE="noko, post: 7974647, member: 7022809"] You know, eight is a really big table to manage. Just by the law of averages, you are going to be ending up with players who's playing style doesn't jibe well with what you thought your campaign was going to be. I get the impression you feel the Drow Rogue player is a bit of a problem and that is probably true. Chaotic players are like that and that is why a session zero is vital to make sure everyone is agreed at least on what sort of a game you envision playing. Next time, try to resist temptation and keep the table down to half that number. I would call this a bit of a trainwreck at the moment. But, fear not! I agree with the others that you should just let the chips fall where they may. I might inject a bit of a Keystone Cops element there with them chased by what appear to be overwhelming numbers through town until they are deftly saved by a character in a side street in the nick of time who turns out to be a minor crime boss impressed by their idiotic chutzpah that wants a cut of the action. At that point, I would potentially drop a second session zero into the game as they make up their minds to take or reject that offer to allow for this very large group of players to actually discuss where this is all going. There very little likelihood they have all discussed it beforehand. If they choose the evil route, so be it, go nuts with having them pal up with the underworld, and have fun with it. The game never does seem to finish where you think it will anyway and that's a huge part of the fun for the DM. If they choose redemption, the boss withdraws the offer and kicks them out at a slightly different location where a worthy opponent of the boss might just offer a quite tough quest for redemption. The game may never quite get back on track either way but that's not what D&D is all about. Consequences and changes in goals abound. [/QUOTE]
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