| Shadowonthewall6 |
Last year, I started a Pathfinder campaign with some friends of mine. Most had never done role-playing before so I eased them into it the first session and it went over pretty well. Soon, the story picked up and my players started to really enjoy the campaign. Pathfinder became the word on everyone's lips and everyone wanted to know what was going to happen next session: would the group find another key to the Vault of Ages? Would the half-orc fighter finally succumb to the possession of the God? What dastardly scheme would the Midnight Alliance concoct to trouble Varisia and our heroes? The 'Vault of Ages arc' went over really well with the group. It was a standard fetch quest and everyone enjoyed the twists and turns it took. The finale was well received and even brought out about a huge feels-fest when the long time antagonist was defeated along with two player characters and one noteworthy legendary NPC. The party escaped from the Vault, weakened by their experiences but still mostly alive...only to discover that they had been warped forward in time and the group fighting against them, The Midnight Alliance, had taken control of Varisia. At this dramatic conclusion, our heroes stood together and announced that with their new party members, they would destroy the Alliance and return to freedom and peace back to Varisia. The players were really enjoying it and I was glad because I was too. They were so hooked they demanded I follow up the arc with a 'Season Two' immediately. That was when the trouble started.
Fast-forwarding to three sessions later, my players are still really enjoying the sessions but personally, I keep feeling terrible. The story is not what it used to be and something is missing from the overall experience. The players have sensed the dip as well and whilst we're all still playing together, I can't help but feel that I've messed up somehow. In the past sessions, the party have gone through a huge rotor and now, it is comprised of completely new players: one neutral good cavalier fighting for the love of her sister, a chaotic neutral bard and a chaotic neutral ranger who are only working together with the group because they want a personal shot at the leader and have hardly any concern for the group of evil bads as a whole and one lawful good monk solely tagging along because he's a really nice person and he wants to help the group. I feel like I'm at the end of my rope with the party, not because of their characters but because I am suddenly unaware how to handle them/how to make them invested.
Thinking about it, I've realised that the two major changes between the 'seasons' has been the lack of a personal connection to the quest to defeat the Midnight Alliance (the party just aren't invested in anything and are just following the plot because...because plot) and a lack of direction (the Alliance are the big bad...but they're EVERYWHERE so though the party are doing and accomplishing things, there's no feeling of victory.)
So...basically, what I'm asking is, does anyone have an idea of how to invest the group in the story and find a way of funnelling them towards a final showdown vs. each of the evil generals of the Alliance? Help would be appreciated please. Thanks :)
Charlie D.
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When I get stuck with what to do in an ongoing campaign, I ask the players what they want to do. Since you have all new players consider changing the campaign as well to fit what interests them. Then make adventures that present challenges that fit the interests.
You could have an adventure to go right for the leader. Find out how the cavalier can get his sister's love, and ask the monk what he wants. Then ask the group what they want as an adventuring party.
Anytime things slow down, ask again and adjust.
| Liranys |
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Thanks for the advice. Will try seeing what they think.
You can also have the big bad do something to the PCs to make them more invested in killing or taking him out. Maybe have the big bad put a price on all their heads and have them attacked by assassins. Also, you could consider having the PCs realize that the problem isn't the Midnight Alliance as a whole and that the group is doing some good things, but that the leaders (maybe a council or something) are the ones causing problems and that even some of the Alliance is unhappy with their leaders. Give them some allies and allow them some small victories (ridding on small community of the oppressive councilman or mayor or someone in cahoots with the big bad) Basically, make it personal :)
| TriMarkC |
I've run into this problem in the past, too. Sometimes it was caused when the players had started getting tired of their own characters. In one case, the player decided that the character path he'd chosen wasn't as cool as he thought it would be, while another had just gotten bored with his character. When I sense this happening, I do what Charlie D had suggested - I ask them privately what's up. Once I understand the details, I create a situation where the characters can be "swapped out" - the old characters can chose to retire and take on a more sedentary life, or they can die a glorious death. And then the party runs across a new potential ally, who tends to quickly prove themselves worthy of the group's trust, and we're off to the main campaign again. Everyone's in on the main goals here from the beginning, but I still ask everyone to play to their characters' personalities ... so if untrusting, then they have to not accept the new characters too easily, if a cleric then they would generally try to "convert" the new characters, etc. It just adds to the fun and gets everyone back to the basics of their characters again.