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What do you do when your players are gunshy?
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<blockquote data-quote="Lanefan" data-source="post: 6786900" data-attributes="member: 29398"><p>A few ideas...maybe too late for this campaign but possible grist for the next:</p><p></p><p> - start at level 1 and for gawd's sake slow down the advancement rate to a crawl. </p><p> - review your previous campaigns and look for the rough character level (or equivalent) where the game was at when it collapsed, then design the next campaign to <strong>never reach this level</strong>.</p><p> - run two or more parties concurrently - do an adventure with one then put that crew on hold and do an adventure with another one; or for more fun let each player have a small stable of characters they can cycle through between adventures (I leave you the joys of interweaving all this together and also keeping them vaguely equal in game-world time with each other - it's do-able, but can be a challenge sometimes)</p><p> - be patient; if you think an adventure will take 'em three sessions to complete and it ends up taking ten, don't sweat it.</p><p> - don't make them special snowflakes...let them know there's other adventurers out there and if the PCs don't get the job done someone else will...this both gives them some competition for the good adventures and gives them an out if they hit an adventure they're really not excited about.</p><p></p><p>And before you start get your players together at the local pub, knock back a beer or three, and hash over what you all want out of the game. From what you write in the OP it sounds possible you've got enough disparity within your player group that you might be better off splitting them up and running two groups (with maybe a few new hands in each to shake things up).</p><p></p><p>Lan-"a preconceived overarching story is always good but make sure to keep lots and lots of disconnected side adventures on hand for if-when it doesn't work out"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6786900, member: 29398"] A few ideas...maybe too late for this campaign but possible grist for the next: - start at level 1 and for gawd's sake slow down the advancement rate to a crawl. - review your previous campaigns and look for the rough character level (or equivalent) where the game was at when it collapsed, then design the next campaign to [B]never reach this level[/B]. - run two or more parties concurrently - do an adventure with one then put that crew on hold and do an adventure with another one; or for more fun let each player have a small stable of characters they can cycle through between adventures (I leave you the joys of interweaving all this together and also keeping them vaguely equal in game-world time with each other - it's do-able, but can be a challenge sometimes) - be patient; if you think an adventure will take 'em three sessions to complete and it ends up taking ten, don't sweat it. - don't make them special snowflakes...let them know there's other adventurers out there and if the PCs don't get the job done someone else will...this both gives them some competition for the good adventures and gives them an out if they hit an adventure they're really not excited about. And before you start get your players together at the local pub, knock back a beer or three, and hash over what you all want out of the game. From what you write in the OP it sounds possible you've got enough disparity within your player group that you might be better off splitting them up and running two groups (with maybe a few new hands in each to shake things up). Lan-"a preconceived overarching story is always good but make sure to keep lots and lots of disconnected side adventures on hand for if-when it doesn't work out"-efan [/QUOTE]
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What do you do when your players are gunshy?
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