I've noticed some situations with my group regarding city adventures.
The main problem is split party situations. Last week, for example, we had the adventure go in 4 different directions (with only 5 players in attendance). Now, it would have been easy enough to handwave some of the activities and briefly describe the occurences (which I did with several of the characters' actions), but others it wasn't so easy. Like the rogue who downed a potion of invisibility and undertook a daring prison break rescue operation akin to getting Leia out of the Death Star.
Now while the rogue was getting attacked, trying to search through this complex, etc., the rest of the players could do nothing else but sit around with their characters drinking at the tavern ... and there's at least a little resentment amongst the players. I would try to go back to the other characters, but there was nothing else going on. So for about an hour and a half, I focused on the player of the rogue.
Situations like this tend to arise every time I run a city adventure. Players get bored, which usually prompts the players to do something reckless and (as I see it) out of character just to get the action going. Characters swear fealty to three or four different organizations, and they seldom seem to work together, even when I attempt to weave their goals together. The players get annoyed with the other players ... who aren't going along with their plans, and it seems that the group has just too many options available.
So I'm thinking about taking the group out of the city for a while and putting them in an environment where they MUST work together or be destroyed ... a dungeon or the wilderness. I want to limit their options a little more so I have an idea what to prepare for the next session - now it's just sort of a grab bag. Even if I put plot hooks in to investigate a location and tell the players away from the table that's where the adventure is, they still don't go there ... or maybe one of them will go there.
So what are your thoughts? Should I ditch the urban campaign? Should I hit the party (or individual characters as it is) with some difficult encounters that will encourage them to not travel alone? Should I kill off some characters and make all new party members come from the same organization, with prefabricated character backgrounds?
I do alternate with another DM. Both of us have been running urban-based campaigns for about the past 9 months or so. Maybe it's time for a change?
If so, what kind of change do you think would be good? Through the characters into a large dungeon crawl where their options are limited and they have to play nice together?
Retreater
The main problem is split party situations. Last week, for example, we had the adventure go in 4 different directions (with only 5 players in attendance). Now, it would have been easy enough to handwave some of the activities and briefly describe the occurences (which I did with several of the characters' actions), but others it wasn't so easy. Like the rogue who downed a potion of invisibility and undertook a daring prison break rescue operation akin to getting Leia out of the Death Star.
Now while the rogue was getting attacked, trying to search through this complex, etc., the rest of the players could do nothing else but sit around with their characters drinking at the tavern ... and there's at least a little resentment amongst the players. I would try to go back to the other characters, but there was nothing else going on. So for about an hour and a half, I focused on the player of the rogue.
Situations like this tend to arise every time I run a city adventure. Players get bored, which usually prompts the players to do something reckless and (as I see it) out of character just to get the action going. Characters swear fealty to three or four different organizations, and they seldom seem to work together, even when I attempt to weave their goals together. The players get annoyed with the other players ... who aren't going along with their plans, and it seems that the group has just too many options available.
So I'm thinking about taking the group out of the city for a while and putting them in an environment where they MUST work together or be destroyed ... a dungeon or the wilderness. I want to limit their options a little more so I have an idea what to prepare for the next session - now it's just sort of a grab bag. Even if I put plot hooks in to investigate a location and tell the players away from the table that's where the adventure is, they still don't go there ... or maybe one of them will go there.
So what are your thoughts? Should I ditch the urban campaign? Should I hit the party (or individual characters as it is) with some difficult encounters that will encourage them to not travel alone? Should I kill off some characters and make all new party members come from the same organization, with prefabricated character backgrounds?
I do alternate with another DM. Both of us have been running urban-based campaigns for about the past 9 months or so. Maybe it's time for a change?
If so, what kind of change do you think would be good? Through the characters into a large dungeon crawl where their options are limited and they have to play nice together?
Retreater