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Changing the Theme of a Campaign
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<blockquote data-quote="Voi_D_ragon" data-source="post: 7298363" data-attributes="member: 6855956"><p>So, I've recently moved to a new city to attend university and found myself a new D&D group. Since none of the players had played 5e before, and some were completely new to RPGs, I offered myself as DM. Not being a fan of published adventures (but I might reconsider that, since I haven't actually tried any before -I just dislike the concept of having someone else "do all the work for you") I decided to start running a mirror campaign of the game I was running with group back home -your typical "the heroes discover a hidden threat and proceed to save the world" thing- but now, a few sessions in, I started realizing that the group isn't a group of heroes -I have a CN rogue whose only objective is to accumulate wealth, no matter the risks (he seems to enjoy the risk of trying to rip off powerful organizations), a N-but-more-like-CN bard who seems content in aiding the rogue in his schemes, since he doesn't really seem to have an objective of his own, a Druid who recently joined, but already the other two pull off their latest heist, a paladin who recently died and is going to roll up an evil-ish fiend warlock, and a LN barbarian, who likewise lacks a definite goal and so follows the group because reasons. </p><p>So, the focus of the group (well, the rogue really, who acts brashly and is mostly followed by the rest of the group) seems to not be on the main theme of the campaign. And so I find myself in a dilemma: do I continue along with the current quest-line and risk being completely sidetracked by petty crimes or give the two non-mischievous characters a semblance of a reason to follow the others in their accumulation of wealth and change the campaign to a base/organization-building money-grabbing game? </p><p>If so, how is the main threat resolved? Does it fade into the background? Does it reappear later on in the campaign and whack them in the face for having ignored it? Do other heroes show up and steal their spot on the save-the-world train? If any of you have had any experiences, please share <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>PS. Yes, it is partly my fault for not having a proper session 0, but the players said they just wanted to jump into whatever I had ready without thinking too much about backstories and campaign themes.</p></blockquote><p></p>
[QUOTE="Voi_D_ragon, post: 7298363, member: 6855956"] So, I've recently moved to a new city to attend university and found myself a new D&D group. Since none of the players had played 5e before, and some were completely new to RPGs, I offered myself as DM. Not being a fan of published adventures (but I might reconsider that, since I haven't actually tried any before -I just dislike the concept of having someone else "do all the work for you") I decided to start running a mirror campaign of the game I was running with group back home -your typical "the heroes discover a hidden threat and proceed to save the world" thing- but now, a few sessions in, I started realizing that the group isn't a group of heroes -I have a CN rogue whose only objective is to accumulate wealth, no matter the risks (he seems to enjoy the risk of trying to rip off powerful organizations), a N-but-more-like-CN bard who seems content in aiding the rogue in his schemes, since he doesn't really seem to have an objective of his own, a Druid who recently joined, but already the other two pull off their latest heist, a paladin who recently died and is going to roll up an evil-ish fiend warlock, and a LN barbarian, who likewise lacks a definite goal and so follows the group because reasons. So, the focus of the group (well, the rogue really, who acts brashly and is mostly followed by the rest of the group) seems to not be on the main theme of the campaign. And so I find myself in a dilemma: do I continue along with the current quest-line and risk being completely sidetracked by petty crimes or give the two non-mischievous characters a semblance of a reason to follow the others in their accumulation of wealth and change the campaign to a base/organization-building money-grabbing game? If so, how is the main threat resolved? Does it fade into the background? Does it reappear later on in the campaign and whack them in the face for having ignored it? Do other heroes show up and steal their spot on the save-the-world train? If any of you have had any experiences, please share :) PS. Yes, it is partly my fault for not having a proper session 0, but the players said they just wanted to jump into whatever I had ready without thinking too much about backstories and campaign themes. [/QUOTE]
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