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Considering engineering a TPK
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<blockquote data-quote="Celebrim" data-source="post: 3272536" data-attributes="member: 4937"><p>Well, it depends on whether you are willing to run the campaign that the players sound like they want to play.</p><p></p><p>At best, you are dealing with a party of players who wants to cut their teeth or which is nostalgic for old school dungeon crawling in mega dungeons packed with treasure and beasties and lots of wierdness. Since it sounds like they don't have alot of tactical competance, that might be a good thing in the long run. Mature the party up on typical dungeoneering problems until they have the competance to handle a more serious campaign.</p><p></p><p>In your typical dungeon crawl, alignment rarely means anything and that friction between you and your players will go away. Let them play 'chaotic greedy' regardless of what is on thier character sheet and don't sweat it too much. Save the moral and philosophical challenges for later. Eventually, a year or two down the line, your players will have done that been there when it comes to tomb raiding, and they'll probably be hungry for the sort of purposeful, role play heavy, plot driven game that it sounds like you want to play.</p><p></p><p>So drop the current campaign for a while, have them start new characters of any alignment that they want, give them a boat (nothing says freedom like a campaign in which the characters have a boat), give them a treasure map, let them play pirates searching for the lost gold of Captain Bluetooth the Stone Hearted in the Endless Accursed Caverns of Bilgaturoom, or whatever you want to call it. Or, let them decide to go murder and plunder peasants in coastal villages and have the deal with the consequences of that. If your PC's aren't having fun, its very hard for you the DM to have fun.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3272536, member: 4937"] Well, it depends on whether you are willing to run the campaign that the players sound like they want to play. At best, you are dealing with a party of players who wants to cut their teeth or which is nostalgic for old school dungeon crawling in mega dungeons packed with treasure and beasties and lots of wierdness. Since it sounds like they don't have alot of tactical competance, that might be a good thing in the long run. Mature the party up on typical dungeoneering problems until they have the competance to handle a more serious campaign. In your typical dungeon crawl, alignment rarely means anything and that friction between you and your players will go away. Let them play 'chaotic greedy' regardless of what is on thier character sheet and don't sweat it too much. Save the moral and philosophical challenges for later. Eventually, a year or two down the line, your players will have done that been there when it comes to tomb raiding, and they'll probably be hungry for the sort of purposeful, role play heavy, plot driven game that it sounds like you want to play. So drop the current campaign for a while, have them start new characters of any alignment that they want, give them a boat (nothing says freedom like a campaign in which the characters have a boat), give them a treasure map, let them play pirates searching for the lost gold of Captain Bluetooth the Stone Hearted in the Endless Accursed Caverns of Bilgaturoom, or whatever you want to call it. Or, let them decide to go murder and plunder peasants in coastal villages and have the deal with the consequences of that. If your PC's aren't having fun, its very hard for you the DM to have fun. [/QUOTE]
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