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Anticipating a Problem: How to handle with players "Set in their ways"?
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<blockquote data-quote="Tervin" data-source="post: 4356758" data-attributes="member: 66491"><p>When trying to set up a new group with people I have not played with before, my strategy would be this:</p><p></p><p>Have one test session first, where you provide pregen characters for a mini adventure - but allow the players to have made their own character in advance instead, if they want to. As you run the test session you will all get the chance to have a feel for the other people's personalities and playstyles. Make sure that the test session showcases a little bit of the type of game you plan to run. </p><p></p><p>If focus is on dungeons, do that. If focus is on political power, solving mysteries, exploring the unknown, romance, fighting the evil empire, spreading the god's word - well whatever it is, make sure it is shown. If it is a mix of two, make your session a mix of two.</p><p></p><p>After the short session you can tell them what kind of things you have planned, and give them a chance to understand how much input they can have on what kind of game you will be playing. Make sure that you learn what every player wants to get out of the game. If you can't find a middle ground with one player, that player can't be in the campaign. Let's face it, that player wouldn't want to be in the campaign after all...</p><p></p><p>That way you might end up losing a player or two, but the ones you have will be more loyal. Now make it the core group's job to try to find as many more suitable players as you will need. You can probably start the campaign with the little group, expecting it to expand within a short time.</p></blockquote><p></p>
[QUOTE="Tervin, post: 4356758, member: 66491"] When trying to set up a new group with people I have not played with before, my strategy would be this: Have one test session first, where you provide pregen characters for a mini adventure - but allow the players to have made their own character in advance instead, if they want to. As you run the test session you will all get the chance to have a feel for the other people's personalities and playstyles. Make sure that the test session showcases a little bit of the type of game you plan to run. If focus is on dungeons, do that. If focus is on political power, solving mysteries, exploring the unknown, romance, fighting the evil empire, spreading the god's word - well whatever it is, make sure it is shown. If it is a mix of two, make your session a mix of two. After the short session you can tell them what kind of things you have planned, and give them a chance to understand how much input they can have on what kind of game you will be playing. Make sure that you learn what every player wants to get out of the game. If you can't find a middle ground with one player, that player can't be in the campaign. Let's face it, that player wouldn't want to be in the campaign after all... That way you might end up losing a player or two, but the ones you have will be more loyal. Now make it the core group's job to try to find as many more suitable players as you will need. You can probably start the campaign with the little group, expecting it to expand within a short time. [/QUOTE]
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