EscherEnigma
Adventurer
Because they skipped your second sentence and went straight to "disruptive play".If the players arent enjoying it though, why?
Have the talk. Don't be a disruptive player.
Because they skipped your second sentence and went straight to "disruptive play".If the players arent enjoying it though, why?
From the tone of the OP, the players ARE enjoying the game. If they weren't, one assumes they'd have packed it in and shut 'er down rather than - as it appears they did - coming up with their own what's-next and following up on it.If the players arent enjoying it though, why?
It's time to have a new session zero and group chat with the DM about it for mine. It could be the adventure isnt working, the DM isnt working, a dynamic in the group isnt working or some outside influence.
Personally If im not enjoying the game, I see no reason to play it.
I'm not sure I've ever played in or run a campaign where there was an agreement to be "re-negotiated" or "shirked". We just sit down and have some fun playing RPGs. What adventure we do is a secondary consideration.A mismatch in expectations, a shirking of one's agreement, or a desire to renegotiate is in evidence here. It just takes some hashing out. But if someone is just shirking an agreement, they can go in my opinion.
Depends on situation. I've had players bail on Tomb of Horrors.
No offense, but I wholeheartedly disagree. Any player that likes to play D&D is able to like an AP. They can have fun playing the AP. They can even prefer sandbox and then switch to preferring AP's. It's all the GM, the group they are playing with, and the chemistry between the three.They need to have a discussion but a lot of 5E adventures aren't very good. Not everyone likes long AP path type adventures either.
While I understand the sentiment of this, I have rarely found it to be true for any GM who knows what they are doing. Meaning, I have never seen an entire group of players want to leave the adventure at the drop of a hat. I have never seen an entire group suddenly sabotage a plot line. I have seen one or two influential players force their influence on others that went along with it. But never really willingly.In most situations I believe player agency is more important. I find that to be more enjoyable for the group than forcing my (the DM) plans on them.
No offense, but I wholeheartedly disagree. Any player that likes to play D&D is able to like an AP. They can have fun playing the AP. They can even prefer sandbox and then switch to preferring AP's. It's all the GM, the group they are playing with, and the chemistry between the three.