Assume you've completed a campaign: the BBEG is dead, the world is saved, etc. You take a bit of a break before deciding on the specifics of what to run next. As a DM, you're thinking about who to invite to a future campaign, and you know all the players from the previous campaign expect to play in it. But maybe you don't want to invite all of them because their play style doesn't match or whatever - not enough of a problem to remove them from a campaign in progress, but you want something different next time. Any advice on how to do so politely - let them down easy, so to speak?
(This post left intentionally vague for what I hope are obvious reasons.)
First off, try to make it clear to them why you think they're not suited for the next campaign. Perhaps you're going to run a dungeon-delving, gauntlet running indiana jones style adventure, going from ruin to ruin to find loot and kill monsters. A player that is mostly or only interested in roleplaying encounters might not enjoy that. It's in their best interest to not participate in that adventure. If you're the only one that thinks that the player in question is not suitable, it may not be fair to just say "you're not suitable, bye".
That said, it is entirely up to you how you want to spend your free time playing DnD and who you want to spend it with. If they're not friends but someone you know from AL for instance, there's no reason you should feel "forced" to invite them. As long as everyone stays honest about the situation and why you wish to spend your time differently. But also be fair, so if the player says they're willing to change their playstyle (if that is the reason why you think they should not play in the next campaign) give them a chance. Perhaps they will think "ok, it's probably better if I try to find another group", who knows?
DnD is a cooperative game, which means it is a social game as well. Be sure to stay honest, clear and not to disrespect the opinions and feelings of your fellow players. That way everyone has the most fun.
You could try giving the player a chance. If you tell everyone your own expectations for the game from the start, then it'll be up to the players to decide if they want to participate in the style of play you want to see. For instance, if you tell the players you want to play a D&D game that resembles Lord of the Rings, then any of the players who want a Monty Python and the Holy Grail style game should be good sports and back out, if they're not interested.
I don't think it should solely be the GM's job to decide who gets to be a player and who doesn't. It's a group based game, so the group as a whole should have a say on the matter.
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Assume you've completed a campaign: the BBEG is dead, the world is saved, etc. You take a bit of a break before deciding on the specifics of what to run next. As a DM, you're thinking about who to invite to a future campaign, and you know all the players from the previous campaign expect to play in it. But maybe you don't want to invite all of them because their play style doesn't match or whatever - not enough of a problem to remove them from a campaign in progress, but you want something different next time. Any advice on how to do so politely - let them down easy, so to speak?
(This post left intentionally vague for what I hope are obvious reasons.)
First off, try to make it clear to them why you think they're not suited for the next campaign. Perhaps you're going to run a dungeon-delving, gauntlet running indiana jones style adventure, going from ruin to ruin to find loot and kill monsters. A player that is mostly or only interested in roleplaying encounters might not enjoy that. It's in their best interest to not participate in that adventure. If you're the only one that thinks that the player in question is not suitable, it may not be fair to just say "you're not suitable, bye".
That said, it is entirely up to you how you want to spend your free time playing DnD and who you want to spend it with. If they're not friends but someone you know from AL for instance, there's no reason you should feel "forced" to invite them. As long as everyone stays honest about the situation and why you wish to spend your time differently. But also be fair, so if the player says they're willing to change their playstyle (if that is the reason why you think they should not play in the next campaign) give them a chance. Perhaps they will think "ok, it's probably better if I try to find another group", who knows?
DnD is a cooperative game, which means it is a social game as well. Be sure to stay honest, clear and not to disrespect the opinions and feelings of your fellow players. That way everyone has the most fun.
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
You could try giving the player a chance. If you tell everyone your own expectations for the game from the start, then it'll be up to the players to decide if they want to participate in the style of play you want to see. For instance, if you tell the players you want to play a D&D game that resembles Lord of the Rings, then any of the players who want a Monty Python and the Holy Grail style game should be good sports and back out, if they're not interested.
I don't think it should solely be the GM's job to decide who gets to be a player and who doesn't. It's a group based game, so the group as a whole should have a say on the matter.