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<blockquote data-quote="Imperialus" data-source="post: 2967210" data-attributes="member: 893"><p>I dunno... Evil GM would have to be pretty experienced to try and run Gestalt characters. They can be tough to DM. Assuming he is inexperienced though I think the situation is salvageable. It always sucks to leave a gaming group.</p><p></p><p>I don't think it's anyone’s "fault" either. I'm sure there are times that the most experienced DM's make mistakes, no doubt even Piratecat could come up with a few. Lord knows I do and I've been DMing on and off for 10 years now. To be fair though DM Rocco could have played it a bit safer especially since it seems that he knew that due to the merging of the two groups there might be some hand waiving involved in getting them together. EvilGM could have let the hand waiving go both ways though, sometimes a little flexibility can go a long way.</p><p></p><p>With that said, let’s see how I would try and salvage this:</p><p></p><p>The first thing you need to do is get the party out of the wilderness and back to the city. That way they can run though the adventures that you have prepared for their level rather than wandering into random encounters that they have no chance against. To do this I would seriously consider my tongue in cheek proposal in my last post. Have them encounter a much higher level adventuring party that in obviously hurting from a previous encounter. Make two things obvious. </p><p></p><p>One: the party is obviously higher level. Give them flashy magic items even if they aren’t the most effective, Have the spellcasters cast higher level magic at every opportunity ect.</p><p></p><p>Two: The party is obviously in rough shape. Not only is their armour and equipment banged up but they are obviously grubby disheveled and generally uncomfortable. Taking it even further I would have their cleric unconscious, maybe even a dead party member or two that they are bringing back to the town for healing. </p><p></p><p>To cap things off I would also have them escorting the person they were trying to find. They rescued him the day before and are now fleeing whatever remains in the dungeon with him in tow. Hopefully your players will get the hint and offer to join them. The NPC's accept. Now whatever you do make the NPC's genuinely helpful, useful and agreeable. Don't give your players an excuse to either kill them or leave them and resume wandering.</p><p></p><p>Finally you may want to still give your players the opportunity to save the day. This gives them a sense of still accomplishing something and gives them the more experienced party as an ally, which can be relied on for minor favors that only a higher-level party can accomplish. They might for example be willing to part with that that magic item that no matter what you couldn't find anywhere else (for a fair price of course). Not only that but from your perception as DM they can also be a font of plot hooks and adventure ideas. The more a group of PC's come to develop relationships with surrounding NPC's the better.</p><p></p><p>*edit*</p><p>Anyhow, I hope you manage to keep your group together. It's really up to you guys though to decide if it's better to go your separate ways. I think the most important thing to do is call each other up and have a calm, rational (and honest) discussion about what you are hoping to get from the game. Be willing to compromise and hopefully you can hammer things out. Remember to involve the other players as well even if it's just phone tag back and forth between everyone.</p></blockquote><p></p>
[QUOTE="Imperialus, post: 2967210, member: 893"] I dunno... Evil GM would have to be pretty experienced to try and run Gestalt characters. They can be tough to DM. Assuming he is inexperienced though I think the situation is salvageable. It always sucks to leave a gaming group. I don't think it's anyone’s "fault" either. I'm sure there are times that the most experienced DM's make mistakes, no doubt even Piratecat could come up with a few. Lord knows I do and I've been DMing on and off for 10 years now. To be fair though DM Rocco could have played it a bit safer especially since it seems that he knew that due to the merging of the two groups there might be some hand waiving involved in getting them together. EvilGM could have let the hand waiving go both ways though, sometimes a little flexibility can go a long way. With that said, let’s see how I would try and salvage this: The first thing you need to do is get the party out of the wilderness and back to the city. That way they can run though the adventures that you have prepared for their level rather than wandering into random encounters that they have no chance against. To do this I would seriously consider my tongue in cheek proposal in my last post. Have them encounter a much higher level adventuring party that in obviously hurting from a previous encounter. Make two things obvious. One: the party is obviously higher level. Give them flashy magic items even if they aren’t the most effective, Have the spellcasters cast higher level magic at every opportunity ect. Two: The party is obviously in rough shape. Not only is their armour and equipment banged up but they are obviously grubby disheveled and generally uncomfortable. Taking it even further I would have their cleric unconscious, maybe even a dead party member or two that they are bringing back to the town for healing. To cap things off I would also have them escorting the person they were trying to find. They rescued him the day before and are now fleeing whatever remains in the dungeon with him in tow. Hopefully your players will get the hint and offer to join them. The NPC's accept. Now whatever you do make the NPC's genuinely helpful, useful and agreeable. Don't give your players an excuse to either kill them or leave them and resume wandering. Finally you may want to still give your players the opportunity to save the day. This gives them a sense of still accomplishing something and gives them the more experienced party as an ally, which can be relied on for minor favors that only a higher-level party can accomplish. They might for example be willing to part with that that magic item that no matter what you couldn't find anywhere else (for a fair price of course). Not only that but from your perception as DM they can also be a font of plot hooks and adventure ideas. The more a group of PC's come to develop relationships with surrounding NPC's the better. *edit* Anyhow, I hope you manage to keep your group together. It's really up to you guys though to decide if it's better to go your separate ways. I think the most important thing to do is call each other up and have a calm, rational (and honest) discussion about what you are hoping to get from the game. Be willing to compromise and hopefully you can hammer things out. Remember to involve the other players as well even if it's just phone tag back and forth between everyone. [/QUOTE]
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