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Campaign and PC development - crisis, need your help
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<blockquote data-quote="steeldragons" data-source="post: 5378982" data-attributes="member: 92511"><p>If it's carrying over into the players who you still have, I would say those reasons are neither irrelevant nor inconsequential. Are the remaining players, perhaps "missing" the players that left? Are the players who left the ones who were the source/causing the conflicts...or are you left with the problem-starters?</p><p> </p><p></p><p></p><p>Always a hazard of campaign/game development...you can never (completely) accurately take into account the minds of the other people involved. I don't think there's a DM out there that can say, "Yes, that campaign went exactly as I'd planned/wanted it to." It's just a facet of the RPG.</p><p></p><p>However, is this "ruining of the campaign" because the players you started with are not there...or you had "big plans" for the characters who have left? If it's just the latter, bring the characters back in as an NPC...or generate another similar NPC to engage in your plot hooks.</p><p></p><p>If it's because of the actual players missing, not their characters, then I don't know what to tell you. A lot of time has passed since March. You could always approach the people and see if they'd be willing to "give it another try"? </p><p></p><p></p><p></p><p>Well, this sounds like your problem right here...Is this an "Evil" party or you have a band composed solely of "exceptions to the rule" members of distinctly evil races?</p><p></p><p>If they are evil, they are usually a pain in the neck simply because they are all out for themselves and getting them to work together requires some really strong "control" on your (or some very controlling PC's) part. i.e. there has to be some overwhelming really really bad (or good) thing that forces them to WANT to work together....acknowledge that they "need" each other to accomplishm their collective and, probably more likely, individual goals.</p><p> </p><p></p><p></p><p>Well, all I can say to this is...Why not?!</p><p></p><p>When the next game wraps up (or via email or phone calls if you prefer), "Hey guys, next session, I want a piece of paper with 3 things your character wants on it. Could be a magic item, a career goal, a personal vengence/I want so-an-so dead...whatever. But 3 things each your character wants, next session."</p><p></p><p>Done.</p><p></p><p>Also, are you certain that's where the "problem lies?" </p><p></p><p>Are your players having fun? Do they WANT to continue with the group/characters they currently have? Are they enjoying what you have them doing? Which is what, btw? If they don't have goals/are barely linked together...what DO you have them do when you game?</p><p></p><p>Frankly, if the players are not "into it"...then (sorry to say since you seem to have this big campaign thing you spent time on and want to get through) it's time to change the party, maybe even (for a time) the whole game (i.e. play something else, not D&D) to reinvigorate the players' interest. </p><p></p><p></p><p></p><p>Way more than you need to do as DM. See above. You have 4 characters, 3 things each, that's 12 options for plots hooks, adventures, whatever.</p><p></p><p>But why/how your players aren't able to give you this already (I presume you've asked them?), THAT is a serious question.</p><p></p><p>I would put forth the proposition, that this party (or, sadly, even the group) might simlpy "be done." If the players can't give you anything their characters want, then what's the point in playing? Why is the character adventuring? Why is the character remaining with these other characters?</p><p></p><p>Between the real life problems that caused you to lose players, and an increasing tension building in-game since last March, it may simply be time to say, "Ok, you guys go your separate ways and lead out your personal schemes/lives." Possibly to reappear as a NPC in some other campaign or a villain for your new party.</p><p></p><p>It may be time to simply say, "Get out the handbooks and the dice and start rolling up new characters." </p><p></p><p>If/when there's a round of whining "What? Noooo." I would put it to them...point blank. "Well, then tell me, what are you guys doing together? Why are you (goblin cleric) wandering around with him (human cleric)? What are you looking for? Why haven't you (duergar) tried to assassinate her (drow) yet? What are you plotting towards? Why is there any reason for you to continue in this storyline?"</p><p></p><p>If they have/give you reasons, bully. If not (and I suspect from what you say, they would not be able to) new characters party time...(and preferably, don't let choosing evil races be the norm <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p></p><p></p><p>2 options. 1) See "Scrap 'em/New characters" above. 2) MAKE something their goal. You're the DM. Pull out the stops. Throw something HUGE at them that threatens them all or the whole country they're in or their entire race(s)/way of life...</p><p></p><p>Maybe some crusade begins to "genetically cleanse" the Underdark. The do-gooders of the world have finally had enough and the super powerful heroes of LG have pooled their immense resources and power to rid, "once and for all", the world of "evil" races...</p><p></p><p>Actually, that's pretty good off the top of my head...I think I'm gonna use that one myself....But you're welcome to it too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Once again, YOU are the DM..."forcing them" is kinda your job. I don't mean "railroading"...but some gentle prodding or direction on the DMs part is pretty standard, I think. In the case you describe, where they're not taking any initiative of their own, "forcing them" along some path or the other seems to be well within your rights and power...if you wish to continue with this group of characters. Personally, I'd get a new party.</p><p></p><p>Good luck, let us know how things go.</p><p>(Try to) Have fun and happy gaming.</p><p>--Steel Dragons</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5378982, member: 92511"] If it's carrying over into the players who you still have, I would say those reasons are neither irrelevant nor inconsequential. Are the remaining players, perhaps "missing" the players that left? Are the players who left the ones who were the source/causing the conflicts...or are you left with the problem-starters? Always a hazard of campaign/game development...you can never (completely) accurately take into account the minds of the other people involved. I don't think there's a DM out there that can say, "Yes, that campaign went exactly as I'd planned/wanted it to." It's just a facet of the RPG. However, is this "ruining of the campaign" because the players you started with are not there...or you had "big plans" for the characters who have left? If it's just the latter, bring the characters back in as an NPC...or generate another similar NPC to engage in your plot hooks. If it's because of the actual players missing, not their characters, then I don't know what to tell you. A lot of time has passed since March. You could always approach the people and see if they'd be willing to "give it another try"? Well, this sounds like your problem right here...Is this an "Evil" party or you have a band composed solely of "exceptions to the rule" members of distinctly evil races? If they are evil, they are usually a pain in the neck simply because they are all out for themselves and getting them to work together requires some really strong "control" on your (or some very controlling PC's) part. i.e. there has to be some overwhelming really really bad (or good) thing that forces them to WANT to work together....acknowledge that they "need" each other to accomplishm their collective and, probably more likely, individual goals. Well, all I can say to this is...Why not?! When the next game wraps up (or via email or phone calls if you prefer), "Hey guys, next session, I want a piece of paper with 3 things your character wants on it. Could be a magic item, a career goal, a personal vengence/I want so-an-so dead...whatever. But 3 things each your character wants, next session." Done. Also, are you certain that's where the "problem lies?" Are your players having fun? Do they WANT to continue with the group/characters they currently have? Are they enjoying what you have them doing? Which is what, btw? If they don't have goals/are barely linked together...what DO you have them do when you game? Frankly, if the players are not "into it"...then (sorry to say since you seem to have this big campaign thing you spent time on and want to get through) it's time to change the party, maybe even (for a time) the whole game (i.e. play something else, not D&D) to reinvigorate the players' interest. Way more than you need to do as DM. See above. You have 4 characters, 3 things each, that's 12 options for plots hooks, adventures, whatever. But why/how your players aren't able to give you this already (I presume you've asked them?), THAT is a serious question. I would put forth the proposition, that this party (or, sadly, even the group) might simlpy "be done." If the players can't give you anything their characters want, then what's the point in playing? Why is the character adventuring? Why is the character remaining with these other characters? Between the real life problems that caused you to lose players, and an increasing tension building in-game since last March, it may simply be time to say, "Ok, you guys go your separate ways and lead out your personal schemes/lives." Possibly to reappear as a NPC in some other campaign or a villain for your new party. It may be time to simply say, "Get out the handbooks and the dice and start rolling up new characters." If/when there's a round of whining "What? Noooo." I would put it to them...point blank. "Well, then tell me, what are you guys doing together? Why are you (goblin cleric) wandering around with him (human cleric)? What are you looking for? Why haven't you (duergar) tried to assassinate her (drow) yet? What are you plotting towards? Why is there any reason for you to continue in this storyline?" If they have/give you reasons, bully. If not (and I suspect from what you say, they would not be able to) new characters party time...(and preferably, don't let choosing evil races be the norm ;) 2 options. 1) See "Scrap 'em/New characters" above. 2) MAKE something their goal. You're the DM. Pull out the stops. Throw something HUGE at them that threatens them all or the whole country they're in or their entire race(s)/way of life... Maybe some crusade begins to "genetically cleanse" the Underdark. The do-gooders of the world have finally had enough and the super powerful heroes of LG have pooled their immense resources and power to rid, "once and for all", the world of "evil" races... Actually, that's pretty good off the top of my head...I think I'm gonna use that one myself....But you're welcome to it too. ;) Once again, YOU are the DM..."forcing them" is kinda your job. I don't mean "railroading"...but some gentle prodding or direction on the DMs part is pretty standard, I think. In the case you describe, where they're not taking any initiative of their own, "forcing them" along some path or the other seems to be well within your rights and power...if you wish to continue with this group of characters. Personally, I'd get a new party. Good luck, let us know how things go. (Try to) Have fun and happy gaming. --Steel Dragons [/QUOTE]
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