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How Do You Tell a Group: "Maybe This Isn't for Us?"
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<blockquote data-quote="fba827" data-source="post: 8569423" data-attributes="member: 807"><p>(I only skimmed after the initial post, so apologies for what i'm sure someone else already said in better words...)</p><p></p><p>Aside from straight out asking them, if you want to TRY and continue at least for a little bit, one of the frustrations seems to be not knowing how to proceed. So perhaps find some way of at least jump starting the investigation via a new and obvious clue. OR do it from the -player- side and write up a little worksheet for them with a section for 'suspects and their motives' and 'facts so far' inferences/theories so far' and that gives players a little more codified way to work through problem solving if you didn't want to do it from the character route of extra clues. Either method takes certain types of players to react to it so YMMV.</p><p></p><p>But if you really are just ready to say "not for us" then flat out tell them "this doesn't seem to be clicking for our group. let's try a regular style campaign again but let's shake it up with a different setting. Or some different gimmick (maybe there is a base they have; maybe they are secret agents for a government agency exploring the strange and unusual magical creature appearances that have suddenly been showing up - that gives straight forward combats and a little mystery as to why these creatures are suddenly showing up now and so on)</p></blockquote><p></p>
[QUOTE="fba827, post: 8569423, member: 807"] (I only skimmed after the initial post, so apologies for what i'm sure someone else already said in better words...) Aside from straight out asking them, if you want to TRY and continue at least for a little bit, one of the frustrations seems to be not knowing how to proceed. So perhaps find some way of at least jump starting the investigation via a new and obvious clue. OR do it from the -player- side and write up a little worksheet for them with a section for 'suspects and their motives' and 'facts so far' inferences/theories so far' and that gives players a little more codified way to work through problem solving if you didn't want to do it from the character route of extra clues. Either method takes certain types of players to react to it so YMMV. But if you really are just ready to say "not for us" then flat out tell them "this doesn't seem to be clicking for our group. let's try a regular style campaign again but let's shake it up with a different setting. Or some different gimmick (maybe there is a base they have; maybe they are secret agents for a government agency exploring the strange and unusual magical creature appearances that have suddenly been showing up - that gives straight forward combats and a little mystery as to why these creatures are suddenly showing up now and so on) [/QUOTE]
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