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Trouble Keeping a Party Together
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<blockquote data-quote="airwalkrr" data-source="post: 5213397" data-attributes="member: 12460"><p>Maybe you can be a little more specific. What is the age range of your group? How many of you are there? What are you interests? You might also want to consider that it is possible your group just has lots of fun rolling up new characters. That's a very popular aspect about D&D, especially as the editions have advanced and characters become more detailed and builds become more varied. There is nothing wrong with that, and maybe you might find an advantage in simply running short adventures from week to week so people in your group can try out different character concepts. Perhaps eventually they will settle on one or two they like and you can begin a long-term campaign with those. But not every group really enjoys long-term campaigns.</p><p></p><p>Edit: You know there was a really great idea posed forth in the 3.5 Unearthed Arcana (that might have actually originated somewhere else; I'm not sure) about a campaign spanning different worlds where your players play a different character on each world, but each character is somehow tied to the others. For instance, you might play a character named Teela, who is a human bard on Faerun, a half-orc fighter on Oerth, and a gnome illusionist on Eberron. Each week you have an adventure on a different world, with a rotating schedule, but all of the player's characters gain XP at the same time, as the two characters not being played are considered to be taking part in other activities in the meantime. As DM, you can weave a common thread through some of your adventures if you want a more cohesive plot to the campaign, but it isn't necessary. This idea might work really well for your group if your players like playing different characters from time to time and like building multiple characters at once.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 5213397, member: 12460"] Maybe you can be a little more specific. What is the age range of your group? How many of you are there? What are you interests? You might also want to consider that it is possible your group just has lots of fun rolling up new characters. That's a very popular aspect about D&D, especially as the editions have advanced and characters become more detailed and builds become more varied. There is nothing wrong with that, and maybe you might find an advantage in simply running short adventures from week to week so people in your group can try out different character concepts. Perhaps eventually they will settle on one or two they like and you can begin a long-term campaign with those. But not every group really enjoys long-term campaigns. Edit: You know there was a really great idea posed forth in the 3.5 Unearthed Arcana (that might have actually originated somewhere else; I'm not sure) about a campaign spanning different worlds where your players play a different character on each world, but each character is somehow tied to the others. For instance, you might play a character named Teela, who is a human bard on Faerun, a half-orc fighter on Oerth, and a gnome illusionist on Eberron. Each week you have an adventure on a different world, with a rotating schedule, but all of the player's characters gain XP at the same time, as the two characters not being played are considered to be taking part in other activities in the meantime. As DM, you can weave a common thread through some of your adventures if you want a more cohesive plot to the campaign, but it isn't necessary. This idea might work really well for your group if your players like playing different characters from time to time and like building multiple characters at once. [/QUOTE]
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