make checks until you fail. take 40d8 damage from a mysterious source. no one's around you to help unfortunately because you were dumb enough to separate from the party.
now make a better character or go home, your choice.
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make checks until you fail. take 40d8 damage from a mysterious source. no one's around you to help unfortunately because you were dumb enough to separate from the party.
now make a better character or go home, your choice.
Biggest pet peeve with players. This is why, during session 0, I make players pre-establish a reason that they not only go along with the party and the planned campaign but also a reason why they trust at least two other characters.
Best advice. Players start the game knowing how and why they are going to stick together.
I'm also inclined to put my thumb on the scale a little as DM and give the players a loose connection that they can build on and incorporate into their characters while building. BG3 did it really well - everyone has a tadpole in their head, y'all gonna be mindflayers if you leave the group.
I recently had players all start as fresh recruits in an organisation - they got to decide the organisation - where the higher-ups put them together. Previously I did a one shot at level 5 where players already had an adventuring group together 20 years before and were called back together for one last mission.
I've made it a hard rule, "Your characters are at least familiar with each other. They're not total strangers." It just makes everything so much easier.
Lots of other good points already made, but I'll add my own two cents.
When I run a game, I always require players to make characters together. No "go off and make a character in isolation". That's just a recipe for disaster. You can have some ideas already in mind, but nothing is canon until the whole group agrees.
Second, everyone needs to have buy-in to whatever the hook is. If the scenario is "you're starting a courier business at the edge of civilization", there are lots of good options. Guy on the run from the law. Lady studying local wild life. Intelligent, local, wildlife. Don't play "guy who doesn't want to be here and is a total killjoy"
Third, it's better when characters have connections to each other. You can play the "we just met and we're forming a relationship!" arc, but like "what if we play ourselves in a fantasy world??" it has been done.
Honestly, everyone should read Fate's "Phase Trio" https://fate-srd.com/fate-core/phase-trio and the rest of character creation.
Your character purchased and ate bad fish the night before, and you have uncontrollable gas, which quickly turns to greasy, putrid diarrhea. As the pub bouncer tosses you out the door for smelling like raw sewage, a micrometeorite hits you in the eye and lodges itself into your brain, disrupting your medula. As you lay there struggling to breate, you shake yourself awake. It would seem you fell asleep at the table and had an awful dream.
Sorry, what were you saying about not wanting to stick around?
I'm a big fan of "you all wake up in loincloths sitting in a wagon, hands bound" and as long as someone at the table can roll higher than a 1, they can break free.
Or something attacks them while they're all in a tavern
Basically I'm a fan of "you could ignore having your shit kicked in, but will you?" since so many players would stop at nothing.
Fallout NV had the right idea. "Where's that little fucker who shot me in the head?!"
Hey, you. You’re finally awake. You were trying to cross the border, right?
Ngl, this has never been a problem for multiple sessions for me. As a player or DM.
As a player, I show up willing to play characters that will work with a group, even if they don't trust them. Trust isn't necessary to work together.
As a DM I remind all players of that fact before they roll one up. If they don't have an idea on how their character would manage that, I'll give them ideas.
Yeah, you'll run into players that just don't get that not every character has to have the same motivation to work with others, or just refuse to play different characters (instead, they try to play the same character with different names). But those are rare. And, so far, I've yet to run into a player that wouldn't take the "look, you don't have to keep playing with us, but give it a try my way and see how it goes, yeah?" talk and give it a fair try.
I've also never had a player quit because of the game not being engaging and fun.
I learned as a GM to set expectations.
"I don't want to have to fight and force you in to making this game work, because even though I'm GMing, I'd like to enjoy myself too. You need to create a character that will want to stick around with the rest of the group. You don't have to all get on, or have deep attachments, you just need a character that I won't have to railroad"
I have found it productive to make part of the character creation prompt a motivation for the main plot. Like tell me your class and backstory and all that, and then also tell me why you want to be on this adventure
Gotta build those connections and relationships into the party during session zero. I like to model mine after the game fiasco where players are linked by relationships, locations, objects or needs. For DnD I think the dragon slayer classic playset works best, you can find it under the downloads section
If the person playing is hellbent on being a lone wolf, they shouldn't have entered the game. Roleplaying a character who has trust issues but is willing to give the party a chance to convince them they're trustworthy is very reasonable, though - realistic, even.
Alone and vulnerable, you are murdered by thieves. Make a new guy for the next game.
I actually made this work in a recent cheesy short campaign. My character was an intelligent monkey, although he was still an animal and couldn't speak. After meeting the party, he decided to go do his own thing, which just so happened to be the same thing as the rest of the party.
It worked out really well. The rest of the party could navigate social challenges without having to explain the monkey, I could sneak around and grab MacGuffins without having to accommodate huge humans who were terrible at climbing.
I doubt it works well for longer or more serious games, but it matched the hectic nature of the campaign and led to some hilarious moments.
I have been a Dungeon Master for over 25 years. I am also a longtime anarchist, and many of my regular players are not.
I have three rules if im going to DM: 1) I pick the game system. Sorry, non-negotiable. I'll play 5e (if I have to) but I won't run it. Luckily, I also don't have to run the same game my players are playing. Yall can use Worlds Without Number, Into The Odd, the Rules Cyclopedia, Mork Borg... what goes on on my end is my own thing (and involves plenty of the RC) 2) Party resources are communal. However you wanna work that out is up to you, but if you steal from The Party, The Gods will Curse You. And 3) You have to be willing to work in a group. This isn't Skyrim, its a party game. The whole point is social problem solving. If you're not up for that, its cool, I won't make you talk or anything - but you gotta be a part of the team. Part of that is on me to make the initial hook good enough, but part of it is on you not to run a counterproductive pain in my ass.
I almost never have any problems if I do my job right and make all this clear and understood off the bat.