Recent thoughts of starting to run a game again have opened wounds from the last time, which was the absolute worst self destruction of a campaign I have ever experienced. It was due largely to miscommunication and conflicting DM-player expectations, I think. In any event, here's how it went down:
The campaign setup was simple, since our group has problems getting together regularly with everyone there. The characters were created at mid-level by the players, with the knowledge that they would be goffers for an enigmatic, powerful wizard type. Since the campaign was going to be so mercenary, I relaxed my usual alignmnet restrictions. Of course, there were 4 evil PCs and a paladin. I allowed some non-standard races -- Tieflings, Half-Giants and Warforged -- and used a few variant rules from UA. In the end, the party consisted of:
A tiefling assassin (NE)
A Half-Giant psion (NE)
A dwarf avenger druid (NE)
A Warfroged Paladin (LG)
plus a couple transient PCs (half orc barabrian and human fighter, both CN)
The job was simple: the wizard wanted the PCs to go out and retrieve the Seven Crowns, which were from an era long past and conferred mastery over each of the races of the world. In return, he let them keep any other treasure and paid them, in cash or items, per crown returned. Basically, they got their pick of whatever DMG items they wanted.
The first few sessions went well enough. The PCs ran pretty rampant over the campaign setting and adventure locales, killing officials, torturing captives and otherwise being bad guys. It became clear early on that I needed to do something to keep the Paladin involved and avoid in-party conflict, so i let the player in on some of the secrets of the setting and the plot, pulling the "As bad as these guys are, there is worse out there," card. He accepted it and played the part of the sheep in the wolf's den, and we continued on our merry way.
After a few sessions, I got the impression that episodic, linear adventures weren't making the players happy (though the did not just come out and tell me this) so I created a situation in which they learned just how bad their boss was (really an Great Wyrm Red Dragon) and how bad his rivals (other dragons) were, plus what the stakes were (the fate of all the world). The Paladin had more information than the others, and declined to share it, which made some decisions difficult.
It was at this point everything fell apart. While the party was retreiving a crown, one of their boss' rivals swooped out of the sky and stole it from them. The CN fighter chose to take a poke at theVERY LAREG dragon, and scored a lucky hit. The dragon decided to waste them all, but a quick teleport got them free.
When they got back to HQ, the boss wasn't pleased, explaining there was a sort of "understanding" between the dragons. To make it up, they had to deliver a token gift to the dragon that stole the ground, and bring the crown back to their boss. in reality, the boss was selling out the offending fighter for the crown. When, in the dragon's lair, this became clear, they bailed -- except for the tielfling and the dwarf, who managed through sheer player skill and character ability to steal the crown back.
Up till this point, things were tense but since I was trying to change up the format, I wasn't concerned. When they returned to their HQ this time, the boss was furious and the PCs had to escape before he killed them all. Despite some rolling behind the scenes, I never intended to do anything other than put them on the run. Which is what happened.
After that, though, everything fell apart. The players felt like I had screwed them, pitting them against such powerful opponents. All I wanted was for them to spend some time 'on the run' before figuring out how to take things into their own hands -- since that is what it seemed they wanted in the first place. instead, they aid they had no reason to bother and decided to plane shift out and find greener pastures. This irritated me to no end, but I relented and let them find "Sigil", where they could recoup and research and figure out what to do. They wouldn't bend on their characters' motivation for wanting to continue the campaign for a long time, and the paladin's player failed to share some info that might have spurred them to action. In the end, they relented but weren't into it and we played one more session that just stank.
And that's where it lay. I am sure that i didn't get all the details in, and that one or more of my players will wander by and correct me (and they are welcome to), but I have never been so angry or disappointed at the way a campaign disintigrated in my gaming career. Now I feel like I have to lobby just to get another shot -- even though I have run some really good games with this group -- and I am not sure it is worth the effort.
Anyway -- what was the worst campaign meltdown you experienced, as a player or a DM?
The campaign setup was simple, since our group has problems getting together regularly with everyone there. The characters were created at mid-level by the players, with the knowledge that they would be goffers for an enigmatic, powerful wizard type. Since the campaign was going to be so mercenary, I relaxed my usual alignmnet restrictions. Of course, there were 4 evil PCs and a paladin. I allowed some non-standard races -- Tieflings, Half-Giants and Warforged -- and used a few variant rules from UA. In the end, the party consisted of:
A tiefling assassin (NE)
A Half-Giant psion (NE)
A dwarf avenger druid (NE)
A Warfroged Paladin (LG)
plus a couple transient PCs (half orc barabrian and human fighter, both CN)
The job was simple: the wizard wanted the PCs to go out and retrieve the Seven Crowns, which were from an era long past and conferred mastery over each of the races of the world. In return, he let them keep any other treasure and paid them, in cash or items, per crown returned. Basically, they got their pick of whatever DMG items they wanted.
The first few sessions went well enough. The PCs ran pretty rampant over the campaign setting and adventure locales, killing officials, torturing captives and otherwise being bad guys. It became clear early on that I needed to do something to keep the Paladin involved and avoid in-party conflict, so i let the player in on some of the secrets of the setting and the plot, pulling the "As bad as these guys are, there is worse out there," card. He accepted it and played the part of the sheep in the wolf's den, and we continued on our merry way.
After a few sessions, I got the impression that episodic, linear adventures weren't making the players happy (though the did not just come out and tell me this) so I created a situation in which they learned just how bad their boss was (really an Great Wyrm Red Dragon) and how bad his rivals (other dragons) were, plus what the stakes were (the fate of all the world). The Paladin had more information than the others, and declined to share it, which made some decisions difficult.
It was at this point everything fell apart. While the party was retreiving a crown, one of their boss' rivals swooped out of the sky and stole it from them. The CN fighter chose to take a poke at theVERY LAREG dragon, and scored a lucky hit. The dragon decided to waste them all, but a quick teleport got them free.
When they got back to HQ, the boss wasn't pleased, explaining there was a sort of "understanding" between the dragons. To make it up, they had to deliver a token gift to the dragon that stole the ground, and bring the crown back to their boss. in reality, the boss was selling out the offending fighter for the crown. When, in the dragon's lair, this became clear, they bailed -- except for the tielfling and the dwarf, who managed through sheer player skill and character ability to steal the crown back.
Up till this point, things were tense but since I was trying to change up the format, I wasn't concerned. When they returned to their HQ this time, the boss was furious and the PCs had to escape before he killed them all. Despite some rolling behind the scenes, I never intended to do anything other than put them on the run. Which is what happened.
After that, though, everything fell apart. The players felt like I had screwed them, pitting them against such powerful opponents. All I wanted was for them to spend some time 'on the run' before figuring out how to take things into their own hands -- since that is what it seemed they wanted in the first place. instead, they aid they had no reason to bother and decided to plane shift out and find greener pastures. This irritated me to no end, but I relented and let them find "Sigil", where they could recoup and research and figure out what to do. They wouldn't bend on their characters' motivation for wanting to continue the campaign for a long time, and the paladin's player failed to share some info that might have spurred them to action. In the end, they relented but weren't into it and we played one more session that just stank.
And that's where it lay. I am sure that i didn't get all the details in, and that one or more of my players will wander by and correct me (and they are welcome to), but I have never been so angry or disappointed at the way a campaign disintigrated in my gaming career. Now I feel like I have to lobby just to get another shot -- even though I have run some really good games with this group -- and I am not sure it is worth the effort.
Anyway -- what was the worst campaign meltdown you experienced, as a player or a DM?