Advice on leading a party of adventurers


Advice


I'm leading a group of adventurers in a Rise of the runelords campaign. I was hoping for some advice good tactics for leading a group as I have never done so before. We are establishing a Pathfinder Society lodge in Sandpoint and I am serving as the lodges Venture Captain. My group seems to be resistant to my leadership and I was hoping for some good tactics to change there mind. We have on character who burnt down a house because one goblin was inside, a drug using cavalier, and a half orc fighter who is getting into fights with the townsfolk on a constant basis. While I am personally amused by each of these scenarios my character is far less amused. Thanks in advance for any advice


I am wondering what you are playing, that way we know what your limitations are.

I would say a night of getting them drunk, or whores, or drugs or whatever party favor you can provide, so as to allow them see that you are someone they can get along with. You will also need to show these characters that you know how to keep yourself and others out of trouble, even if that means you have to pay some officials to act like they are going to arrest them, until you come in and "save" the day.

These are a bit quick and dirty, so a lawful character wouldnt be likely to do it, but it could be good


J3Carlisle wrote:

I am wondering what you are playing, that way we know what your limitations are.

I would say a night of getting them drunk, or whores, or drugs or whatever party favor you can provide, so as to allow them see that you are someone they can get along with. You will also need to show these characters that you know how to keep yourself and others out of trouble, even if that means you have to pay some officials to act like they are going to arrest them, until you come in and "save" the day.

These are a bit quick and dirty, so a lawful character wouldnt be likely to do it, but it could be good

My Character is Kyrrenthal Argentweaver a LG elven magus worshipper of Sarenrae with the Bladebound Archtype (well he will have that as soon as I hit level 3)


Part of the trick is building a strong foundation, my character in our current group just took over and no one argued. I made everyone agree to a party charter on loot splitting, party interaction (no stealing, no pvp) and expenses (getting arrested for fighting in the street is not an expense, unless it was preplanned).

I'm playing a LE wizard and i get my party to do things via the illusion of freedom of choice, enlightened self interest or just plain cash. I wouldn't have bothered with the party contract other than there being a few chaotic party members who are leaning toward evil.

The main trick is that people can't argue with success, keep them busy adventuring and get the treasure rolling in then they won't have time to ask annoying questions about weather it was really neccessary to summon a soul eater or why they shouldn't go in your room.


Egoish wrote:

Part of the trick is building a strong foundation, my character in our current group just took over and no one argued. I made everyone agree to a party charter on loot splitting, party interaction (no stealing, no pvp) and expenses (getting arrested for fighting in the street is not an expense, unless it was preplanned).

I'm playing a LE wizard and i get my party to do things via the illusion of freedom of choice, enlightened self interest or just plain cash. I wouldn't have bothered with the party contract other than there being a few chaotic party members who are leaning toward evil.

The main trick is that people can't argue with success, keep them busy adventuring and get the treasure rolling in then they won't have time to ask annoying questions about weather it was really neccessary to summon a soul eater or why they shouldn't go in your room.

lol Actually I just proposed a pact agreement for the group as follows

Sandpoint lodge pact to keep the peace
Under the auspices of the Pathfinder society I have compiled this pact for us to sign and agree to. Obviously addendums can be made and we should all agree to any pact rules it is my hope that we can live by these guidelines.

Pact Agreement #1
No burning or destruction of property: Due to recent events I am forced to place this at the top of our pact. The destruction of Sandpoint homes and property will not be tolerated. Offenders will be expected to repay any and all damages that come from violation of this agreement. Criminal punishment may also be taken but that is up to the purview of the town Sheriff.
Pact Agreement #2
Artifact appraisal: Due to the nature of our work and it cultural and societal significance all artifacts will be examined and catalogued by our more scholarly natured pathfinders. At the time of this writing this includes Kyrren, Mystique, Mikal, and Rinabi. Other less learned individuals could unknowingly damage these artifacts.
Pact Agreement #3
Family relations: All pathfinders with family are required to have their family live offsite. The lodge is for pathfinder use only. Exceptions can be made if all members of said family are pathfinders.
Pact Agreement #4
No theft: No pathfinder may steal from another member or the lodge. Those found in violation of this agreement will be expelled from the Society. No exceptions will be made.
Pact Agreement #5
No mercy: No pathfinder may be forced to except the surrender of an enemy. Please note that while you are not forced to except their surrender it is often in our best interest to interrogate such individuals. This agreement does not give any pathfinder carte blanche to execute anyone. Those found in violation of this stipulation will be handed over to the town sheriff to be prosecuted as the law demands.
Pact Agreement #6
No aid to those who oppose the Pathfinders: Under no circumstances shall any member offer aid to the Aspis Consortium or other groups that oppose the Pathfinder society. Any member found in violation of this agreement will face severe consequences up to and including expulsion from the Pathfinders.
Pact Agreement #7
No faction wars: No pathfinder of any faction may single out a member of another faction. No actions may be taken against other members regardless of their faction. We are all pathfinders’ first members of a faction second. Any disputes will be resolved by a Venture captain or acting venture captain. No exceptions will be made,
Pact agreement #8
No attacking other Pathfinders: Due to recent events I came to the conclusion that that this agreement must be stated. No pathfinder may attack another period. Any and all disputes will be settled by the lodges Venture captain or acting venture captain. No exceptions will be made.
Pact Agreement #9
Competition: While disputes may arise no grudge matches will be allowed. A healthy competitive spirit is allowed and encouraged. However this will not be allowed to be taken to extremes. Unless otherwise noted by a venture captain or acting venture captain as means of conflict resolution that both parties agree to, no grudge matches will be tolerated.
Pact Agreement #10
Laws of the land: All pathfinders are expected to follow the laws as dictated by the government of the land that our lodge resides in. While there are those of us who are less morally restricted any violations of the law will be met with the appropriate punishment as dictated by the Sandpoint sheriff and the law enforcement agencies of Varisia. The Pathfinders will defend you to our best ability but we will not shelter lawbreakers. No exceptions will be made.
Pact Agreement #11
Slavery: No pathfinder may own or purchase a slave or indentured servant. No exceptions will be tolerated.
Addendum: Purchasing a slave in order to free said slave is the sole exception to this agreement.
If you agree to abide by the agreements within this pact please sign your name below.
Venture captains and acting venture captains can make addendums to this agreement providing a majority of its members agree


Does anyone else have any advice? I'm curious how I should handle things. I have tried being diplomatic and I have tried to lead by example.


Kaedian wrote:
I'm leading a group of adventurers in a Rise of the runelords campaign. I was hoping for some advice good tactics for leading a group as I have never done so before. We are establishing a Pathfinder Society lodge in Sandpoint and I am serving as the lodges Venture Captain. My group seems to be resistant to my leadership and I was hoping for some good tactics to change there mind. We have on character who burnt down a house because one goblin was inside, a drug using cavalier, and a half orc fighter who is getting into fights with the townsfolk on a constant basis. While I am personally amused by each of these scenarios my character is far less amused. Thanks in advance for any advice

Well 1st is you can't just put down your hammer and say this is how it is going to be. Give them the options, example we should do this 1st how do you guys feel about it if not why not ect.. Debate on it, you just can't lash your players with leeches and away you go. Its a team game everyone puts into it.

In my characters Campaign "custom" it starts off with a background info into our characters and its pre planned so it works out on how we know one another ect.. we start playing from a book with basic stuff and from that book the DM will plan more in depth stuff based on the Characters roll playing towards that topic and that leads to more notes ect... Like getting certain Armour that will help you here and the poor town getting harassed by goblins.

All player characters have a certain agenda and you sort of have to make it a turn based game, so that everyone has a chance to do their own thing specific to what they wanna do.

-The half orc sounds like he wants to get his ass handed to him self in some coliseum to prove his character is the best.

-The player that burnt down the house sounds like he would rather kill and destroy and ask questions latter.

-As for the cavalier lets just say his drugs will get the best of him and will play with negatives once he starts using those drugs on a daily basis and be a hindrance to the party.

Any good party starts with a well thought out group and people. Its a little harder to just K-D even then sometimes it just becomes a hack and slash till the next book comes with the next quest.

Best of luck with your endeavor but it would seem as though your other players have other agendas.


Kaedian wrote:
Does anyone else have any advice? I'm curious how I should handle things. I have tried being diplomatic and I have tried to lead by example.

Are your players new? Have you known them for a long time personally?

Perhaps you should just vent your frustration with the other players on this issue and find out what the F*** is the problem.

I for certain have played with one Rogue character who actually roll played him self out of the group, oh yeah 4 sessions of D&D and he just left in the woods to do his own thing and never wanted anything to do with the party goals. After the 4th round we did not see him again and just pretty much said he roll played him self out of the group.


Remember that at a debriefing, there is only one way you can honestly start with "I speak without fear of contradiction..."

Otherwise, low level parties don't need quite as much "official" leadership. There is the guy who calls shots in combat but he has to be right or no one will listen. There is the guy who makes deals with NPCs but the party has to like the deal or they won't hold to it. Over time I've seen parties "grow" a leader, someone who deals with problems etc. It may be better to let that happen slowly.

Looking at the rules: Number 1 and 10 are redundant and there is nothing about dividing up party treasure. Also, number 5 is confusing and number 8 will annoy anyone who doesn't like your decisions.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Have you talked it over with the other players?

If you can engage the players, they will come up with reasons why their PCs follow your orders (grew up together and you were always the leader, you bailed them out often enough that..., etc..).


You can't form an classic adventuring party without some assumptions. One of these is that the PCs actually want to/must work together.

So unless your campaign is one of these where the PCs are actually the main obstancles and not the adventure itself you should develop some background that explains why everyone is still in the group despite possessing rather chaotic tendencies.


This pact agreement is just the a proposal all of it is up for debate and I agree that some of it needs to be reworded. Thanks for the advice


The problem is not really the pact or it's wording, the problem is that if you have chaotic PCs in your group then no pact will matter much because, by definition, chaotic PCs are prone to violate any laws that they feel unjustified or too restricting, even if they have, some time ago, agreed to live by it.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Advice on leading a party of adventurers All Messageboards

Want to post a reply? Sign in.