Creamsteak
Explorer
Summer rolls around and 4 members of my gaming group are pre-occupied for the next two months. What that means for me is that I'm going to start a seperate campaign with a slightly different group, maybe not the people I want to play with most, but still fun people. Problem is, my normal group has incredible cohesion, whereas this group has some problems. I want to get past these problems and into the heart of the game, and I was just hoping for a couple words of wisdom from board members.
I can honestly say that I have the most trouble with the first two sessions of a new campaign. If they don't 'hit it off' right away, I find myself either boring the players, or with the players on incredible tangents that I have trouble dealing with and preparing gaming material for.
One problem may be my DMing philosophy, which is to let the players decide what direction the campaign takes. I'm weighted down because my players are not necessarily that interested in writing their own plots (in the form of plot-hooks and background) as much as they seem interested in other things. Sometimes I work with what they give me, other times I try to reach out through every NPC, village, township, church, and kingdom that they encounter in order to guage what they want to do. This is great, after the characters (and their players) feel established, but initially it's a pain. Other times they try to avoid conflict and seem to have hefty trouble maintaining group cohesion.
A couple starter questions, by the way, so I can poll what others do:
1) Do you start the group within some finite grouping (friends from the same town, bar goers from the same tavern, members of the same religion, etc.), or do you let the group make that decision on their own? Do they make that decision before they start playing, or do the players come together through play? What works better and why?
2) Should you put any strictures on what classes (and races) the players need or use? Do you let players play whatever they want (within confines of logic and reason), or do you try and control groups ("I need at least one fighter-type, someone who can heal, a rogue, etc.")
3) How do you handle players that either streamline the other players onto their own quests, or those that try to avoid being dragged along with the group? Do you work with it, or do you try to remove it?
Basically I want to avoid having a weak start this time around... I want to get right into the heart of the game again, so that the new group can really get into the game and have fun.
I can honestly say that I have the most trouble with the first two sessions of a new campaign. If they don't 'hit it off' right away, I find myself either boring the players, or with the players on incredible tangents that I have trouble dealing with and preparing gaming material for.
One problem may be my DMing philosophy, which is to let the players decide what direction the campaign takes. I'm weighted down because my players are not necessarily that interested in writing their own plots (in the form of plot-hooks and background) as much as they seem interested in other things. Sometimes I work with what they give me, other times I try to reach out through every NPC, village, township, church, and kingdom that they encounter in order to guage what they want to do. This is great, after the characters (and their players) feel established, but initially it's a pain. Other times they try to avoid conflict and seem to have hefty trouble maintaining group cohesion.
A couple starter questions, by the way, so I can poll what others do:
1) Do you start the group within some finite grouping (friends from the same town, bar goers from the same tavern, members of the same religion, etc.), or do you let the group make that decision on their own? Do they make that decision before they start playing, or do the players come together through play? What works better and why?
2) Should you put any strictures on what classes (and races) the players need or use? Do you let players play whatever they want (within confines of logic and reason), or do you try and control groups ("I need at least one fighter-type, someone who can heal, a rogue, etc.")
3) How do you handle players that either streamline the other players onto their own quests, or those that try to avoid being dragged along with the group? Do you work with it, or do you try to remove it?
Basically I want to avoid having a weak start this time around... I want to get right into the heart of the game again, so that the new group can really get into the game and have fun.