If your character has no reason to stay either the plothook was insufficient or you made a bad character. Both should be adressed ooc.
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Create a new character that does have a reason to stick around. *Session 0 should be the creation of the story of how the group met, they should not meet in session 1.
they should not meet in session 1.
Strongly disagree. Nothing wrong with doing that, but nothing wrong with having them meet in session 1 too, as long as you have built characters who will be willing to go along with the GM's hooks.
And even that part is flexible, depending on the nature of the hook. If the hook is "you see an ad look for rat exterminators", then you better have a character who wants to be an adventurer and will cooperate with other would-be adventurers. If the hook is "you're prisoners being ordered to go explore this dungeon by order of the vizier", there's room for slightly less cooperative PCs, as long as you PC is cooperative enough to go along with that order, even if (at first) reluctantly.
Meeting people with the inclination and schedule that I enjoy the company of to make a party with is the worst part of d&d. Please don't make me role play it, too.
It might be your least favorite part of DnD, but there are plenty of people (myself included) who enjoy meeting a new group of characters and finding out about their particular ticks and specialties.
The DM came up with the plot hook and the players agreed to play, so the players need to put some effort into finding a reason to go along with the plot hook.
Suggestions on making the hook more engaging is an option too!
That's why it's pretty common in Shadowrun to just have everyone be kidnapped and fitted with a bomb in their skull.
If their character doesn't want to cooperate, you activate the player's brain bomb.
You mean the player character's bomb, right?
Also, Cortex bombs are lame and lazy plot- & storywriting.
- GM with 20 years experience
You mean the player character's bomb, right?
No. 😈
Wait, that's illegal, I think...
Mac and cheese for dinner is lame and lazy too, but also fucking delicious. TTRPGS are something your friends put together for you out of love, not necessarily some clinically perfect professional product. And to extend the metaphor, if you go to a dinner party and start bitching about your friend not plating the food like a Michelin star place, you're an asshole.
That's not common in Shadowrun... 30+ years playing and running that game, and I've never encountered it!
I've seen it once...it was used against a single player because he refused to play anything but loners who backstabbed immediately and it was mostly used to piss him off enough he quit the group.
He should have just been kicked out, sure. I think the dm just hated doing that which was cowardly. Buuut he was gone and that game was much more enjoyable!
THANK. YOU.
Players who do this ARE BAD PLAYERS. I don't care what it takes, you WILL find a reason to cooperate. Call it metagaming if you have to. This is a team game, you will work as a team.
Players are expected to make characters that will, for whatever reason, will work together and, for whatever reason, will take plot hooks. Without those two things the game doesn't happen.
The guy who splits the party on session 1:
Hehehe it's so fun when I just have to sit and watch and can't interact, I love iiiiit!
I did this in the very first RPG I played. It was Star Wars and I was playing a smuggler (who thus had a ship). Obviously the GM intended my ship to be used to move the party around. Well, the jedi PC shows up wanting to board my ship as I'm getting ready to leave. I don't know this guy so obviously the first thing my character would do would be to say that and then turn the turrets on when this strange jedi tried to insist on joining me, followed by promptly flying off so he ended up needing to find another way to our adventure.
No idea why I was like that. The player was pretty much my best friend at the school, too, so it wasn't anything personal against him. I think I was just trying to hard to do what "my character would realistically do" instead of just playing a game.
Probably for the best. If you'd let him onboard it might have ended up like this story.
That would have been more cool than whatever unmemorable shit actually happened in that campaign. Only other thing I remember is the GM offering me 3 capital ships if I bought him lunch one day and then promptly destroying two of them that same session, which I actually appreciate in hindsight because it contributed to seeing pay to win games as a waste of time and money. Either the shit "bought" in game can be lost that easily or it just breaks the game into a "just give me money and you, uh, win! That's the whole game!"
There's a few ways I have approached this as a GM. I'll go from least to most effective (and, I feel, mature).
The first is to put a shared enemy in front of the party, so that even if the characters do split up, they're working towards the same goal. The character who has "no reason" to trust the party also has reason to recognize the effectiveness of sticking with allies in a world full of enemies. If the player wants them to go off on their own, fine, but as GM, the game stays with the party - oh, and have the player who left roll on a random injury table because they were outnumbered.
Second is to invoke the "Wolverine Approach". Wolverine in Marvel Comics always goes on and on about not being a team player, being a bad person, being a loner, etc. - and he certainly has had his fair share of solo adventures. At the same time, there was at least one month where nearly every major Marvel title had Wolverine in it - Avengers, West Coast Avengers, X-Men, the Defenders, Spider-Man, Marvel Team-Up, Alpha Flight, etc.. And because it was in the era where She-Hulk was part of the F4, he had a cameo there because of the WCA. Wolverine might claim to not be a team player, and he might be a pain in the rear end, but he's always there if there's a villain to be thwarted or a fight to be had. You have a right to have your character complain. Just stick in or near the party. I don't care if you sleep in a different hotel or a separate camp. Be there in the important scenes.
Third, "Take it or leave it". I'm not ashamed of myself for this one - I have told people, this is the game we're playing. if you want to play this game, I want to have you. If you don't want to play what we're playing under the terms we're all in agreement on, there's the door, don't let it hit you on the way out. It's effective, but I don't think it's the most mature method in my arsenal because of the all-or-nothing nature.
Fourth is an open and frank discussion. Explain that the concept of the game is cooperative. Make sure you get buyin from everyone, not just the loner. Express the expectation I have of both players and characters for the game in play. Paranoia, for instance, has a very different set of expectations and goals than Shadowrun or Spirit of the Century / Dresden / Fate. I have GMed for a loner character in a Fate game who never showed up with the other players, but because the system is so narratively driven, they were helpful by setting up Aspects with free tags because the character could realistically be "doing his own thing" and still contribute. So I've learned to be open and clear with my goals and intentions. I don't care if your character is going to be a pain - I care whether or not you as a player will contribute positively to everyone's experience in a fair way.
The more we are clear about goals and intentions, and the more we can apply nuance and understanding to the situation, the better our games will be.
Fun fact:
The Expanse books (and eventual TV show) were started as a unique role-playing campaign where the person running it (Ty Franks) would write a prompt, the players would explain their character's reactions. He'd then write a story section incorporating that and the players would say how they reacted and so on.
There was a core group of characters who were the "survivors" early on, but one of the players had to drop out early-ish, so in the next bit of story that character died.
That was carried into the books and TV show, which is why after the core group of characters is established, there's a sudden, shocking death.
You can get away with it while having some downtime in a village. The bard is making coin in the tavern and the barbarian is drinking in the same place, the priest visits the local chapel, the warlock looks to spend some coin on magic baubles, etc. This also increases the creativity in which you can give your players their next quest.
But once you're out adventuring on that quest, you're a goddamn party. If you don't want to be a party, then go home and play a single player game.
Edit: I have had good DMs separate the party themselves though, but we always spend it trying to find each other again.
Splitting the party is fine! Here's some great reasons why you might:
If you get in through the servants entrance, you're gonna have access to different stuff than if you get in through the front door.
You have the most wanted woman im the country and an anthropomorphized war crime in the party, and you've decided you need to ask a duchess about a thing.
The tunnel splits, and you're not about to allow that fucker to get behind you. Again.
I don't trust these other fuckers. I spy on the rest of the party.
You fucked up and only got one invitation. Hopefully they can open a back door somewhere.
He actually can't take the armor off. It's a whole thing. He can be the distraction.
The rest of the party moves 3x as fast as me and has stealth nonsense. But I have points in siege engineering, and resistance to fall damage. Shout when you need me.
My rule on this is very simple; if your character isn't a part of the group, they're not part of the story. That goes for lone wolves, people who betray the party, "evil" characters who work against the party's interests, etc. You make the choices you want to make, you do what seems right for your character, but the moment that means you're not a part of the group, you either figure out a good story for how we're going to fix that, or you hand me your character sheet. It's really that easy.
"But thats just what my character would do!"
OK, let's unpack that. If that's truly, genuinely the case, if there's no way your character could no work against the group or leave them at this point, then this is how your characters story ends. If that comes twenty sessions into a game, well, waking away rather than betray your morals is a pretty good story if you ask me. If it comes two sessions in then we need to figure out why you're not on the same page as everyone else.
But more often, the player simply thinks its the only possible way their character can act in this situation because they're not thinking creatively. People are complicated. Consistency is actually the bane of interesting characters. A good character is inconsistent for interesting reasons. "My character would never trust someone in this situation!" OK, but what if they did? Now we're left with the question of why, and figuring that out is surely going to be interesting.
There's also the other side of this coin, which is the responsibility on the GM's shoulders. Yes, your players owe it to each other to try to keep the story moving forward, but you also owe it to them to respect the reality their story takes place in. Don't run a gritty crime game and then expect your players to just automatically trust some NPC that turns up with no bona fides. You actually have to put the work into crafting scenarios where the players can have their characters react naturally and still drive the story. It's a bad GM who pisses their pants and cries because they created something that looks like an obvious trap (whether it is or not) and their players refused to walk into it.
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?
Basically my only rules for character creation are 1) your stuff must be from an officially published 5e rulebook, and 2) it must make sense for your characters to party up. It's really hard to make an interesting campaign for a group of four lone wolves who are totally disinterested in The Quest
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.
Everybody plays RPGs differently, but it's funny how some people don't get the term "roleplaying" and are constantly, relentlessly playing their real selves in the game. So you get barbarians with the sensibilities of software developers.
It's natural that we gravitate towards familiarity.
Case in point, how some actors always seem to play the same character, no matter which movie they're in.
I'm new to my party and roleplaying in general (though I've consumed it as entertainment) and I'm having a slightly different issue. My character was intentionally designed to be a bit naive to match me as a player, and doesn't have high skills in any int based stuff (at least for now) and instead has medical, nature, survival, etc.
A lot of puzzles or traps etc I can as a player try to reason through, but my character shouldn't be able to sus out, and I feel torn between playing the character as it should be or adding ideas to solve stuff so we aren't just sitting there twiddling our thumbs for ideas.
Sometimes it's hard to distinguish between factual knowledge and just cleverness. There's no reason a bumpkin fresh off the farm can't be curious about what makes something tick, so they look under it or break it open - and whaddya know, they find a hidden thing. It's really up to the DM to say no, your character wouldn't know to do that. The intelligence you show when you figure out a puzzle or a trap could make total sense as the same spark that made the naive character want to leave the farm and explore the big wide world.
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
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.
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.
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?
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.
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.
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 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.
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.
This shouldn't be the GMs job btw, players, roleplaying and backstory are YOUR department, write a reason why your character would end up with the others. Work together.
DM: As you walk away, you feel a slight tingle in the air before a flash as bright as a thousand suns blinds you for an instant before... nothing. A bolt of lightning has vaporized your body. Miraculously, nobody else in the vicinity seems to have been harmed in any way nor even do they seem to have noticed what just happened, including the fact that you just disappeared. It's as if the Gods themselves, for no particular reason, have arbitrarily decided to smite you out of existence entirely.
Ready to roll a new character?