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<blockquote data-quote="Greg K" data-source="post: 1752528" data-attributes="member: 5038"><p>Yeah, the players always have a way of doing the unexpected which is why I love to GM.</p><p></p><p>Thankfully, I have never had a problem with "lone wolf" characters in our group and neither have the other two GMs. The key for us is that <strong>we, as GMs, find a character based reasons for the group to work together based upon the campaign background and the character's background.</strong> Granted, at some point a character's goals or beliefs might come into conflict with the rest of the party and result in the character leaving the party. As GMs we try to </p><p> <strong>a) switch between the group and the single player bringing the interest of the single player back where he needs to reunite with the group</strong>; or </p><p> <strong>b) have the player retire the character and create a new one</strong>. If the player cannot find a reason for the new character to work with the party give him or her a reason based on the character and game world. </p><p></p><p>Thankfully, only once in fifteen years of our group being together and five campaigns has a GM had to forcibly retire two characters (two of the characters murdered an NPC while two others tried to protect the NPC and one character stood by not sure which side to take. There was no way that the group was ever going to work together so the GM retired the two attacking PCs and turned them into NPC adversaries). </p><p> Despite this one occassion, <strong>it has usually been the case in our group of a player deciding that his character's goals no longer meshed with the current desire of the party and voluntarily decided to retire the character. In such a case the GM, has let the player create a new character at the same level as the retired character</strong></p><p> For example, one character's goal was to learn, who had murdered his father and get revenge. Since, the party had saved his life, the character had decided to aid the rest of the party survive their journey in the desert and find who was responsible for the giants attacking the parties homeland. Once the character and party learned that the same person was behind both the murder and the attack of the giants they learned that they had a common goal-- remove the vizier. After several adventures, the vizier was killed and evidence was produced regarding both the vizier's activities and his role in the character's murder. The party wanted to return north with information regarding a plot by the dark elves to create chaos and war in the realms before invading with their own forces. Now, there was a dilemma! Would the character join with the party and continue adventuring? The player decided no it did not fit with the character's goals and background and, therefore, suggested that the character be retired. Since the one player volunarily retired the character he was allowed to create a new character at the same experience level.</p></blockquote><p></p>
[QUOTE="Greg K, post: 1752528, member: 5038"] Yeah, the players always have a way of doing the unexpected which is why I love to GM. Thankfully, I have never had a problem with "lone wolf" characters in our group and neither have the other two GMs. The key for us is that [B]we, as GMs, find a character based reasons for the group to work together based upon the campaign background and the character's background.[/B] Granted, at some point a character's goals or beliefs might come into conflict with the rest of the party and result in the character leaving the party. As GMs we try to [B]a) switch between the group and the single player bringing the interest of the single player back where he needs to reunite with the group[/B]; or [B]b) have the player retire the character and create a new one[/B]. If the player cannot find a reason for the new character to work with the party give him or her a reason based on the character and game world. Thankfully, only once in fifteen years of our group being together and five campaigns has a GM had to forcibly retire two characters (two of the characters murdered an NPC while two others tried to protect the NPC and one character stood by not sure which side to take. There was no way that the group was ever going to work together so the GM retired the two attacking PCs and turned them into NPC adversaries). Despite this one occassion, [B]it has usually been the case in our group of a player deciding that his character's goals no longer meshed with the current desire of the party and voluntarily decided to retire the character. In such a case the GM, has let the player create a new character at the same level as the retired character[/B] For example, one character's goal was to learn, who had murdered his father and get revenge. Since, the party had saved his life, the character had decided to aid the rest of the party survive their journey in the desert and find who was responsible for the giants attacking the parties homeland. Once the character and party learned that the same person was behind both the murder and the attack of the giants they learned that they had a common goal-- remove the vizier. After several adventures, the vizier was killed and evidence was produced regarding both the vizier's activities and his role in the character's murder. The party wanted to return north with information regarding a plot by the dark elves to create chaos and war in the realms before invading with their own forces. Now, there was a dilemma! Would the character join with the party and continue adventuring? The player decided no it did not fit with the character's goals and background and, therefore, suggested that the character be retired. Since the one player volunarily retired the character he was allowed to create a new character at the same experience level. [/QUOTE]
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