Wow. Thanks for the adivice
First, thanks to everyone who posted. There was a lot of good insight and advice in there. Even if I don't respond to it later, I've read each post in here at least three times. I also talked some to some of the pepole around here about it. After everything had a chance to sit a while, I decided that I'm going to go ahead and try to run the game. The ideas are ones that, had I not gotten around to making into a campaign, would have found themselves in my notebook, and doubtlessly been pulled out later when I needed a good situation, a good villian, or both.
Now, normally I tend to work in a very specific manner. I usually find the starting set of events, leaving plenty of openings. From there, I start to decide the reasons that those events began to happen, and the orginizations and individuals behind them. Typically, I can find out what the NPC's plans are, and how those will affect the party.
I don't want to take the choices away from the players. I don't want to load them down in a world where their actions don't matter. On the other hand, I will work in visiting the aincient mountian palace, the posoned chalice of life, and the path beset by death into the game. Now, hopefully, they'd be willing to make the journey when they find out that's the way to awaken the power needed to defeat the sleeper, but if not, It's a neat place, and can make a comeback elsewhere.
Etan Moonstar said:
The responsibility for cooperation and compromise in creating a fun campaign goes both ways, by the way. Players have just as much obligation to work with the DM and generally follow the campaign outline set up by the DM, and not deliberately torpedo all of his hard work by running off in a direction they know that he is completely unprepared for. Too many players forget that the DM also deserves a share in the fun and campaign direction that is at least equal to their own.
Thanks for the encouragement. I think I need to explain this to my players a little more.
Joshua Dyal said:
I agree; you only want to push your characters when they are directionless. For some players, this is always. They don't want to think too hard about the game, they just want to show up and have a good time. These types of players rarely take initiative, or develop plots tailored to their characters and push them back to you as the DM. If you read up on all the DMing theory, get your expectations askew and then happen to have these kinds of players, you'll be sorely disappointed.
That aptly describes the situation unfortunately. The dynamics within the group aren't very dynamic. I could go on and on asking questions on how to deal with it. But straight to say, most everyone I've talked to states that it was a bad group to begin with. And boy, I could complain about that for hours. So the first step is to locate people that will have fun with the game that I'm proposing.
hunter1828 said:
The game belongs to everyone. As DM I run a game that I know that I'm going to enjoy, but at the same time I make sure that each player has an important role in the game. I take what that characters desires, dreams, and capabilities are and go from there to weave personal stories into the overall story. No one in my campaign right now is just tagging along as at least one of each player's characters (I have three players, each plays two characters) has a "side" story that may only be tangentially connected to the overall story.
Piratecat said:
The trick? Plan in detail what the bad guys do, and NOT what the good guys do. Then let the PCs thwart your bad guys, who change their plans to adapt.
If you try to script the actions and plans of the heroes, you might as well not even bother.
I tried that repeatedly.
"Thwart evil? Coudln't I just sit in a tavern forever? Evil should come to me."
For me, the rub is when I ask for specific aspects of what the good guys are like, or will do, and the "yeah, sure" is just a "yeah, sure" until the situation comes up. I don't know how to engage them in the game. I only was able to coax histories out of two of the characters. One was an orphan with no friends or family. The other had a personal history of "Farming sucks, so I joined the army." And unfortunately, that's fairly normal for this group.
arnwyn said:
Now, this runs the possibility that players won't want to play, because they have a different type of game in mind that I'm not interested in. They want to play an all-evil character game? Forget it. All wizards who want to pillage dungeons? Go away. Anthropomorphic races? Not on my watch. Etc. A possible result? No game at all for me.
And you know what? I'm okay with that. I play this game to have fun, and if I'm not having fun, then there's obviously no point in playing.
So, what do you do when, after clearly stating what sort of game is being run, you have players who aren't cooperative?
And as far as not playing if it's not fun, well that's why I'm not playing anymore.
Teflon Billy said:
The drawback is that you must be able to improvise. If they take off in an opposite direction from where you expected based on last weeks action, you have an entire game session to fill up.
I've slowly began to learn how to improvise. That started up right around the time the river nearly TPKed my players. Fortunately, I knew abou what the villians were planning. So when their unconcious bodies washed up ashore, they were found by the disgused villian in the town, who ransomed them off to an enemy of the party. They woke up, bound in a basement, as their enemies came for them. That wound up being an awesome session. Fear the chair leg of justice!
As far as the specific game goes, I talked to my favorite player out of the other group, and he seemed up for the idea. In fact, he seemed to like the idea of a more focused game.