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<blockquote data-quote="kigmatzomat" data-source="post: 3030825" data-attributes="member: 9254"><p>As someone who DMs far more than plays, I've had these kinds of problems over the years, though usually it was with 2-3 players going off on a mini-adventure without the other 6-8. (fun campaign but two years of a dozenish players can cause burnout)</p><p></p><p>The DM has tactics to minimize the problems but it requires some player buy-in. So in the example the thief finds out about the secret passage and begins scheming with the wizard. Where is the paladin? Are they doing this at night, while he sleeps/prays? 3 hours IRL time is at least 3 hours game time. As a paladin in a risky venture, wouldn't you get concerned if your allies disappeared for 3 hours? So I begin pushing the paladin someplace he can become involved. </p><p></p><p>Let's say the Paladin player decides to "roleplay" stubbornly and stays in his room praying, essentially martyring himself. </p><p></p><p>Right, switch tactics and have the rogue or wizard start recognizing where their plan may fall apart and require the intervention of a strong guy with a sword and some social standing. Maybe things would be better if the guards were distracted by a paladin requesting to visit the prison to provide the malcontents a vision of spiritual redemption; he probably can't reach the NPC but it would keep attention elsewhere. Or they could just tell the paladin that they have a way in but that it would make some people quite uncomfortable to reveal a secret way into the prison to a paladin for obvious reasons. </p><p></p><p>If the wizard & rogue insist on being obstinate as well I would speed up the planning IRL to get to the stealthy bits and then ensure the two are captured by the guards, preferrably before they could use the secret entrance. The paladin is arrested on suspicion of conspiring with his companions. As they are all thrown in the prison, they can speak with the NPC but now they have to get out and either escape as a group or hang as a group.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 3030825, member: 9254"] As someone who DMs far more than plays, I've had these kinds of problems over the years, though usually it was with 2-3 players going off on a mini-adventure without the other 6-8. (fun campaign but two years of a dozenish players can cause burnout) The DM has tactics to minimize the problems but it requires some player buy-in. So in the example the thief finds out about the secret passage and begins scheming with the wizard. Where is the paladin? Are they doing this at night, while he sleeps/prays? 3 hours IRL time is at least 3 hours game time. As a paladin in a risky venture, wouldn't you get concerned if your allies disappeared for 3 hours? So I begin pushing the paladin someplace he can become involved. Let's say the Paladin player decides to "roleplay" stubbornly and stays in his room praying, essentially martyring himself. Right, switch tactics and have the rogue or wizard start recognizing where their plan may fall apart and require the intervention of a strong guy with a sword and some social standing. Maybe things would be better if the guards were distracted by a paladin requesting to visit the prison to provide the malcontents a vision of spiritual redemption; he probably can't reach the NPC but it would keep attention elsewhere. Or they could just tell the paladin that they have a way in but that it would make some people quite uncomfortable to reveal a secret way into the prison to a paladin for obvious reasons. If the wizard & rogue insist on being obstinate as well I would speed up the planning IRL to get to the stealthy bits and then ensure the two are captured by the guards, preferrably before they could use the secret entrance. The paladin is arrested on suspicion of conspiring with his companions. As they are all thrown in the prison, they can speak with the NPC but now they have to get out and either escape as a group or hang as a group. [/QUOTE]
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