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<blockquote data-quote="El Mahdi" data-source="post: 5344540" data-attributes="member: 59506"><p>Maturity definitely helps, but problems can still arise...</p><p> </p><p>I'd recomend at character creation, that along with actually rolling up characters, the group has to sit down and determine reasons why they are working together (even if their alignments or obvious goals are in competition with eachother). Have each player come up with a reason why they are working with at least two of the other player characters (some kind of familial or family connection, a common goal or purpose, a shared boss/overlord, etc.). Also, set up ground rules for what they are allowed to do intraparty wise (such as: No Killing Eachother, No Stealing Eachothers Stuff, etc.). Remind them that they are working together, even if only temporarily, for a reason (the forces of good are too powerful for them individually, they each have abilities that the group needs, etc.). United they Succeed, Divided they Fall!</p><p> </p><p>And remember: Evil will always Win, because Good is Dumb!</p><p> </p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>As for the adventure itself, perhaps pick an adventure you enjoyed DM'ing, present the premise to the players as their goal/situation, and develop from there. Like for instance, let the players run Red Hand of Doom from the bad guys perspective, and see if they can be successful against those problematic adventurers.</p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5344540, member: 59506"] Maturity definitely helps, but problems can still arise... I'd recomend at character creation, that along with actually rolling up characters, the group has to sit down and determine reasons why they are working together (even if their alignments or obvious goals are in competition with eachother). Have each player come up with a reason why they are working with at least two of the other player characters (some kind of familial or family connection, a common goal or purpose, a shared boss/overlord, etc.). Also, set up ground rules for what they are allowed to do intraparty wise (such as: No Killing Eachother, No Stealing Eachothers Stuff, etc.). Remind them that they are working together, even if only temporarily, for a reason (the forces of good are too powerful for them individually, they each have abilities that the group needs, etc.). United they Succeed, Divided they Fall! And remember: Evil will always Win, because Good is Dumb! :) As for the adventure itself, perhaps pick an adventure you enjoyed DM'ing, present the premise to the players as their goal/situation, and develop from there. Like for instance, let the players run Red Hand of Doom from the bad guys perspective, and see if they can be successful against those problematic adventurers. [/QUOTE]
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