Help, my players dont work well together

1.Select all the potential leaders from the group.

2. Figure out who their dieties are.

3."Whoosh" away these would-be leaders to a God-like realm.

4. Reveal to the characters that their Gods are not pleased with their lack of efficiency. Because of this, they have been temporarily taken out of time by their Gods for a duel!

5. Put the leaders in an arena and have them fight to the death. The winner is the party leader.

6. All slain are brought back to life and returned to the campaign world along with the newly-appointed "leader".


If nothing else it will shake things up a bit. And if your players question your motives, try to hint that their characters' Gods were only having a friendly little bet.
 

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Have them fight a similar party for whatever reason. Make it obvious that each of the PCs has an analog in their "evil twin" encounter. Then have them wipe the floor with the PCs-- legitimately-- with teamwork.
 

MoonZar said:
BTW if the situation doesn't improve a group of npc will take care of the vampire.

I'd have the bad guy win.

Start a new campaign, at first level, set 250 years in the future. Under the vampire's dark rule, only a few isolated community still resist. There are herds of halfling 'cattle' for the vampires; human slaves build monuments to the vampire lord. Make it obvious that their failure was key to the vampire's victory.

Suddenly the stakes have gotten much higher.

If you're merciful, you could pull a variation of this: just start the new game without explanation, and play them for three or four games, just enough to see what'll happen...

Then pick up the old game. Give 'em a chance to scramble to fix the disaster they've already seen.
 

the Jester said:
I'd have the bad guy win.

Start a new campaign, at first level, set 250 years in the future. Under the vampire's dark rule, only a few isolated community still resist. There are herds of halfling 'cattle' for the vampires; human slaves build monuments to the vampire lord. Make it obvious that their failure was key to the vampire's victory.

Suddenly the stakes have gotten much higher.

I like this idea. I think that a lot of D&D players have gotten into a mindset that certain other game players don't have... that they can't really fail. With the prevalence of all sorts of death cheating magic, even a TPK seems like only a minor setback on the road to higher levels.
Compare that with games like Paranoia and Call of Cthulhu where players really do have a sense that the mission can (and in the case of Paranoia will almost certainly) fail with deadly consequences. These games campaigns are also almost entirely built around having a mission as well, unlike D&D which is often just geared toward finding 'adventure'. When that's the goal, lack of leadership may not be a problem. When there's a serious mission involved, however, someone has to step up, so to speak.
I think you'd be well advised to have their goal of dealing with the vampire completely fail due to incompetence of the heroes and then set things in the future where everyone's living with the consequences.

I'm not sure I'd do it for only a few sessions and give them a chance to fix it up. I'd commit to it. Maybe have their higher level PCs, if they ever start on the road to taking on the vampire, get slammed by lack of leadership into being in a stasis field of some sort for 250 years. Then play a few sessions as lowly suffering people in the future. And then have their earlier characters thaw out and try to deal with fixing up the situation that they allowed to happen.
 
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MoonZar said:
In other campaign with other dm they are mostly the same...

You can lead a horse to water, but you can't make him drink!... You can't make a "team" out of people who don't want to work together.
 

Simple plans work better.

Choose a good-witted player and make his character the leader (by the king's will or any other way fits your campaign).
Make sure he knows that the failure of the party is primally HIS fault.
Let him be the main seaker of the party (the NPC will talk first to him and so on...)
Give him RESPONSABILITY (and px accordingly).

If you choose well, this work great.

-- Prince Kurama --
 

Starting a New Campaign

I don't really see how that's going to help, as the players behind the PCs will still be the same. WHY do they compete with each other to see who slays the weak critters? WHY do they argue over treasure?

I guess the first thing I'd do would be to sit down with each player, at a separate time & place, and ASK them those questions. Why won't they work together? Once you know the Players' views, maybe you can do something about it.

If not, then I, too, would let the vampires win, play a last few sessions of "running and hiding" (or "fighting and dieing", if the players prefer), and then tell them you're putting this game on "Pause" while you start the new one. Then I'd use the idea, above, with first level PCs in one of the last free cities, with Vampires all around, but with a few additions...

The "old" PCs from the last campaign show up as Vampire Lords, leading the new armies! The defenders of the city have until nightfall to do SOMETHING, so they scry and divine, and find out that the "web of events" that lead to this current-day problem follow from what happened 250 years ago, about a week in the future of the "old" timeline...

The City can't/won't risk defenders on trying to go back and change time, but one of the Mages has a magical mirror that can send a small group back in time... but it's a one-way trip, and no one is crazy enough to try... and night is coming!

The City has no hope of surviving the vampire invasion. The Mage has a way out, if anyone is crazy enough to risk going back, 250 years into the past, on a one-way journey to attempt the "turning" of the Vampire Lords...

If the first level PCs volunteer, they get sent back, with a scroll, and the mirror shatters behind them. The Mage's scroll introduces him (and in the "old" campaign, he is "just" a child prodigy, at this point, but the PCs have heard of him, and great things are expected). Anyway, the scroll details the events of how they not only die in two weeks, but are also turned into vampires, who will be leading the assault on the city in 250 years!

The scroll details all of their actions, points out the mistakes, makes suggestions for what could have worked, and while it paints the PCs as having died heroically, it also tells what they did for the next 250 years, in gruesome detail, including how they "turned" their own families and former lovers, and sold themselves out, heart and soul, to evil...

After reading the scroll to them, let the PCs react for a bit, then remind them that they are playing the first level PCs, and that you are playing their "old" PCs as NPCs! Let them try to convince their "old selves" to work together, while you play their old selves, listing all of the reasons why they won't!

Make the new PCs try to convince the old ones, and remind them that, they know how tough their old 12th-level selves were, and how little chance these new, first-level PCs would have against them in combat!

If they still attack, let the first level PCs all die, then pick up with the old campaign... If the new PCs try to convince the old, at some point, you should turn the decision back to the players... Of course, if they continue as always, I'd just let'em get vamped, and be done with it...

...Then I'd go look for some new players! :D
 

Finally, they fail the campaign and they choose to make a new set of PC for continue the story.

We made one session and they have a great improvement, i hope this will continue that way.

Thanks you for all advice.
 

Sometimes, there's nothing like starting fresh.

Don't forget in the new game - pull no punches. :) Otherwise you could have history repeating itself.
 

It sounds as if you need new blood...

MoonZar said:
Hello,

I'm a dm since 10 years now, i have many experience in the field of dming.

My players show up to all the session, and they never miss one session.
<snip>
They have good character that should be enought powerful to complete the main campaign but they dont go anywhere because of a lack of leadership. Most of the time the character argue each others for treasure, what to do next and other thing like this.

I dont want to use a NPC to lead them, this will only make the thing worst i thing.
<snip>
MoonZar :(

---I totally agree with the comment that kicking their ass to point out the consequences of their lack of teamwork isn't an answer, as any DM can take out a party if they cared too.
---Much like a Player creating a thief (or any other character class) to shore up skill/ability deficiencies in your group's mix; as a DM is sounds as if you need a new player with an organized mind & leadership qualities to shore up your Player's mix. Obviously, they've great strengths as a group to attend so regularly for so long, but for whatever reason(s) don't have the ambition to get linearly from A-to-B-to-C in your plot as you seem to want. Don't try to change the player's you've got, add a player who give you more of what you want as a DM in your player's mix, & the character mix will follow.

Bonne chance!
-Bander

---"There is only one thing on this earth more powerful than Evil, and that's us. Any questions?" - Buffy Summers in episode "Bring on the Night"
 

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