|1 person marked this as a favorite.|
blahpers wrote:The players drive my campaign's direction. I can put up signposts and interesting looking trails, but they're the ones who decide where we're going.
How do you make sure one Player doesn't get all the spotlight or have the only voice? Or, when they PCswant to go separate directions, how to you adjudicate that?
There is usually one member who will try to dominate a game. Sometimes more. If there's more than one... be prepared for a massive pain in the butt and a lot of part squabbling. Realistically... this party probably needs to be changed if they can't stop trying to out-diva each other. It's sad... but inevitable. Some people just don't play nice with others.
What you can do though is communicate with all the players and find out as much about their characters as possible and then make intricate plot threads tailored to individual characters and gently nudge players to them to try and make them shine a bit. I try to do this for everyone so that everyone gets their own personal plot IN ADDITION TO the overarching plot. It works pretty well for me because people tend to ignore, derail, or generally f--- up the overall plot for giggles, but are often absorbed by their own character's sub plots.
As for party separation... just guide them back together, or make it not end well. Often one leads to the other. Just know your group -- are they the type who are super fluffy and would get mad if their characters are hurt or killed? If yes, find a new group. That group sucks. If no -- get nasty when needed. Where's the fun if there's no risk?