
Question |
For example, half the party decides to run off to fight off a monster that is totally out of league and that their characters should know is totally out of their league.
The other half decides, nope, they are not going to commit suicide.
Aside from the "half the party dies and re-rolls" ending, this seems to create a situation where the DM has to do two seperate adventures, one where half the party is running around looking for and fighting this monster and the other half is trying to continue on with the plot.

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Alas... that used to be SOP at my home game <_<
I see three possible solutions.
1. Run the two separate adventures as you note. I usually alternate back and forth about 10 minutes, letting the other table take a break during that period. This is somewhat plausible if food or other things that can be done without being distracting is available.
2. Somehow convince the aggressive half that no, going after the giant monster is a bad idea. It sucks to use a deus ex machina method to do this, so try to avoid that if at all possible. Perhaps dropping one player to negatives then continuing to run... or, better yet, make it a chase scene! Something to convince the players that their quarry is out of their league or out of reach.
3. Use another adventure hook to convince the group to stay together. The other half is about to give chase when a woman cries out that someone has mugged her, or a sheriff comes by asking for help with a robbery.
Hopefully what you asked is not a recurring theme with your group. :P