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When a DM Starts the Campaign off on the Wrong Foot
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<blockquote data-quote="Retreater" data-source="post: 5186292" data-attributes="member: 42040"><p>A couple of months ago I started a Pathfinder campaign. Now about a half dozen sessions in, I've realized that I didn't carefully plan out the campaign enough and I think that things are going to implode. </p><p> </p><p>Can you offer some advice to help me dig out of these holes?</p><p> </p><p>1) A player really wanted to try a playtest character class. Since the class doesn't really have the mileage in, I don't know how to properly reward or challenge him. The rules are also a little fuzzy. I feel like every time the character interacts in a combat I have to make up special rules. </p><p> </p><p>2) The campaign setting is not a good fit for our group's playstyle. I choose Ptolus just because I had spent a lot of money on it. Now the thing is a mess. The group is already being pulled in several different directions with different loyalties, will abandon missions/adventures at the midpoint because it doesn't "fit" their characters, and expect every higher level NPC or organization to bail them out of their trouble.</p><p> </p><p>3) As a connected problem to #2, the party is too well equipped. They can buy any armor or weapons they want. They have AC 23 at 3rd level, and nothing can touch them except on a Natural 20. (I'm afraid that if I work too hard to bypass their armor with spells, touch attacks, etc., that they will complain.)</p><p> </p><p>4) I don't care for the system. Not knocking Pathfinder - I just don't like DMing it. I'd rather be running or playing a different system. (The way we're playing it, with the players using Pathfinder and me using a 3.5 campaign setting with 3.5 monsters feels like a patchwork system that is a "mess.") </p><p> </p><p>My gut reaction in planning this week's session is to 1) send rust monsters and gray oozes to destroy a lot of their equipment; 2) to destroy Ptolus in a monstrous apocalypse; and 3) to introduce a villain so terrible that the party will get past their petty squabbling and work together.</p><p> </p><p>Is this too heavy-handed? Is there a better method to salvage this campaign without having to reset everything? </p><p> </p><p>A couple of caveats: two of the players are new to the hobby. I don't want to scare them off. Another player is a little immature and tends to take things very personally (he is one of the players whose character has an impenetrable AC.)</p><p> </p><p>Retreater</p></blockquote><p></p>
[QUOTE="Retreater, post: 5186292, member: 42040"] A couple of months ago I started a Pathfinder campaign. Now about a half dozen sessions in, I've realized that I didn't carefully plan out the campaign enough and I think that things are going to implode. Can you offer some advice to help me dig out of these holes? 1) A player really wanted to try a playtest character class. Since the class doesn't really have the mileage in, I don't know how to properly reward or challenge him. The rules are also a little fuzzy. I feel like every time the character interacts in a combat I have to make up special rules. 2) The campaign setting is not a good fit for our group's playstyle. I choose Ptolus just because I had spent a lot of money on it. Now the thing is a mess. The group is already being pulled in several different directions with different loyalties, will abandon missions/adventures at the midpoint because it doesn't "fit" their characters, and expect every higher level NPC or organization to bail them out of their trouble. 3) As a connected problem to #2, the party is too well equipped. They can buy any armor or weapons they want. They have AC 23 at 3rd level, and nothing can touch them except on a Natural 20. (I'm afraid that if I work too hard to bypass their armor with spells, touch attacks, etc., that they will complain.) 4) I don't care for the system. Not knocking Pathfinder - I just don't like DMing it. I'd rather be running or playing a different system. (The way we're playing it, with the players using Pathfinder and me using a 3.5 campaign setting with 3.5 monsters feels like a patchwork system that is a "mess.") My gut reaction in planning this week's session is to 1) send rust monsters and gray oozes to destroy a lot of their equipment; 2) to destroy Ptolus in a monstrous apocalypse; and 3) to introduce a villain so terrible that the party will get past their petty squabbling and work together. Is this too heavy-handed? Is there a better method to salvage this campaign without having to reset everything? A couple of caveats: two of the players are new to the hobby. I don't want to scare them off. Another player is a little immature and tends to take things very personally (he is one of the players whose character has an impenetrable AC.) Retreater [/QUOTE]
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