Some of my session 0 rules:
* Be engaged in the story and go with it
* Work with the other players / PCs
About 80% of the way through our 5e Age of Worms campaign, one of my players, a great role player, was ready to leave because the players were all starting to do their own things rather than working together, one PC had gone lawful evil and was ready to kill everything that got in his way, and one PC would attack everything that could possibly be enemy before it had a chance to talk.
I had a "come to Heironeous" talk with the entire group. We got everything moving forward again, and the group did better in game and out of game as a result. When I moved from San Diego to New York at the start of the year, the two players who had been most disruptive decided not to join us for the final chapter.
I will definitely be revisiting some of this for our next session 0.
* Be engaged in the story and go with it
* Work with the other players / PCs
About 80% of the way through our 5e Age of Worms campaign, one of my players, a great role player, was ready to leave because the players were all starting to do their own things rather than working together, one PC had gone lawful evil and was ready to kill everything that got in his way, and one PC would attack everything that could possibly be enemy before it had a chance to talk.
I had a "come to Heironeous" talk with the entire group. We got everything moving forward again, and the group did better in game and out of game as a result. When I moved from San Diego to New York at the start of the year, the two players who had been most disruptive decided not to join us for the final chapter.
I will definitely be revisiting some of this for our next session 0.