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<blockquote data-quote="kitsune9" data-source="post: 4827723" data-attributes="member: 18507"><p>Usually these kinds of issues can be addressed with a social contract at the beginning of a campaign. The social contract outlines your expectations of the campaign itself (that the players are expected to be heroic, work together as a team, etc.), player behavior (stay in character, no metagaming, etc.) and arbitration issues (the DM has the final say, etc.).</p><p></p><p>These do work for the most part because you're clearly establishing the rules for the campaign and the expectations of behavior. Players will then be faced with a choice of either accepting the rules or suffer consequences (from game consequences to outright banning).</p><p></p><p>Also, require players to invest their time into the campaign by offering benefits for their characters. For example, I wanted my players to be heavily involved in guilds and thus be willing to pay dues, join, etc. so I created game benefits for them to join. If they don't want extra hp, skill points, or a feat, and so on, they don't have to join, but the benefits of joining a guild and being a member in good standing is obvious. Every player belongs to one guild or another.</p><p></p><p>Another is that players who invest time your campaign also get more benefits in terms of rewards. For example, if you want your players to be familiar with the local customs.</p><p></p><p>Even though you're having problems with players working together, don't feel too bad in that area. I play with a bunch of ex-hardcore RPGA types and their plans fall apart usually to someone not paying attention.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 4827723, member: 18507"] Usually these kinds of issues can be addressed with a social contract at the beginning of a campaign. The social contract outlines your expectations of the campaign itself (that the players are expected to be heroic, work together as a team, etc.), player behavior (stay in character, no metagaming, etc.) and arbitration issues (the DM has the final say, etc.). These do work for the most part because you're clearly establishing the rules for the campaign and the expectations of behavior. Players will then be faced with a choice of either accepting the rules or suffer consequences (from game consequences to outright banning). Also, require players to invest their time into the campaign by offering benefits for their characters. For example, I wanted my players to be heavily involved in guilds and thus be willing to pay dues, join, etc. so I created game benefits for them to join. If they don't want extra hp, skill points, or a feat, and so on, they don't have to join, but the benefits of joining a guild and being a member in good standing is obvious. Every player belongs to one guild or another. Another is that players who invest time your campaign also get more benefits in terms of rewards. For example, if you want your players to be familiar with the local customs. Even though you're having problems with players working together, don't feel too bad in that area. I play with a bunch of ex-hardcore RPGA types and their plans fall apart usually to someone not paying attention. [/QUOTE]
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