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.
One of the campaigns I play in is more of a West Marches or Adventurer’s League style with a rotating cast of players. There are… differening levels of effort.
I’ve played and DMed both. A West Marches campaign has been the right fit for some groups with tough schedules. That format can work really well when you have a larger world plan and story that different venn diagrams of groups slowly discover and have to post notes about to a group chat or Discord. Players remember and read about things from different sessions and piece together the story and world, then can decide on new missions and exploration in a real collaborative setting. Picture a tavern setting where they’re arguing about different plot hooks, missions, and tips, and start to switch from the selfish motivations of wanting cool loot to also wanting to uncover the story. It can be great if you lay the groundwork.
A few lazy players can disappear into the background, and they still have fun and want to hang out.
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.
And the person who didn’t gets to default to being the loner outcast who doesn’t talk much, easy
How would they not? Session 0 we create characters together, anyone who doesn’t follow the previously stated rules can leave my table.
The entire point is to prevent the creation of “rando loner who just sits in a corner and sulks”.
One of the campaigns I play in is more of a West Marches or Adventurer’s League style with a rotating cast of players. There are… differening levels of effort.
Yea, I don’t DM those types of games.
I’ve played and DMed both. A West Marches campaign has been the right fit for some groups with tough schedules. That format can work really well when you have a larger world plan and story that different venn diagrams of groups slowly discover and have to post notes about to a group chat or Discord. Players remember and read about things from different sessions and piece together the story and world, then can decide on new missions and exploration in a real collaborative setting. Picture a tavern setting where they’re arguing about different plot hooks, missions, and tips, and start to switch from the selfish motivations of wanting cool loot to also wanting to uncover the story. It can be great if you lay the groundwork.
A few lazy players can disappear into the background, and they still have fun and want to hang out.