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<blockquote data-quote="Kid Socrates" data-source="post: 1682363" data-attributes="member: 10714"><p>Is your group smaller than most? My core group is just myself and two players -- we lost one and are lucky enough to be gaining another one, but until we can either get someone else interested in gaming or advertise for a few new faces in the OPK area, it's just the three of us. We've been playing more Mage and homebrew stuff lately, but we've tended to have an NPC along in the party just for balance, and in anything D&D-ish, healing and all those other skills needed in a standard game. We've done this well (the last two games) and poorly (the first game I ran about four years ago). If you really want (or need) to have an NPC in the group, have him be valuable but not TOO valuable, bail the party out once and then get bailed out once himself, have them more or less accept him as one of the party -- and then have him turn on them and become the new bad guy for the foreseeable future. If done well, it's very effective.</p><p></p><p>If you like running the swashbuckling stuff, you could easily speed through it. Open the next session with "It took three weeks and featured more than a few close calls, but you've traversed the Hordelands and you now find yourself in the city of Whateveritis." Getting there isn't always half the fun. Or you could take them to Kara-Tur. Ask them to pick one, and then just go with it. They'll have more fun, and games are much more fun when the players are having fun. Sure, having them go away from some of your ideas hurts -- I believe that somewhere there are modrons marching, but no one seems to care about that. Work with the setting they want, and then incorporate some of the stuff you want to do in it. </p><p></p><p>People who know more about the Forgotten Realms can probably help you more than I can with the exact settings and ideas and all, just thought I'd toss a thought in. Hope it works out for you.</p></blockquote><p></p>
[QUOTE="Kid Socrates, post: 1682363, member: 10714"] Is your group smaller than most? My core group is just myself and two players -- we lost one and are lucky enough to be gaining another one, but until we can either get someone else interested in gaming or advertise for a few new faces in the OPK area, it's just the three of us. We've been playing more Mage and homebrew stuff lately, but we've tended to have an NPC along in the party just for balance, and in anything D&D-ish, healing and all those other skills needed in a standard game. We've done this well (the last two games) and poorly (the first game I ran about four years ago). If you really want (or need) to have an NPC in the group, have him be valuable but not TOO valuable, bail the party out once and then get bailed out once himself, have them more or less accept him as one of the party -- and then have him turn on them and become the new bad guy for the foreseeable future. If done well, it's very effective. If you like running the swashbuckling stuff, you could easily speed through it. Open the next session with "It took three weeks and featured more than a few close calls, but you've traversed the Hordelands and you now find yourself in the city of Whateveritis." Getting there isn't always half the fun. Or you could take them to Kara-Tur. Ask them to pick one, and then just go with it. They'll have more fun, and games are much more fun when the players are having fun. Sure, having them go away from some of your ideas hurts -- I believe that somewhere there are modrons marching, but no one seems to care about that. Work with the setting they want, and then incorporate some of the stuff you want to do in it. People who know more about the Forgotten Realms can probably help you more than I can with the exact settings and ideas and all, just thought I'd toss a thought in. Hope it works out for you. [/QUOTE]
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