Hey everyone, first of all i'm fairly new at dming and this is my first campaign and would like some advise on something that happend last session with my players.
Having dmed my group through Hoard of the dragon queen and are now a bit into Rise of tiamat my players got to the second counsil meeting. Wen they went to the Tomb of Diderius, Varram got killed by the Yuan-ti so according to the book the dwarven king doesn't respond well to that so I rp his reaction. One of my players goes on by saying that the dwarven king should shut up, that they need the party (which is true) and that dwarves can't do anything on their selves and are good for nothing anyway (mind you this is not in his backstory that he doesn't like dwarves, hell one of the party members is a dwarf.)
A bit stunned what to do I thought "I could let the dwarven king get mad and leave the counsil but this would affect the whole party and not just the one player" so I decided against it. So I let it slide for now and have the dwarf respond that the party needed the dwarves as much as they needed the party. I have had some reactions of the other players that they didn't like the other player's reaction.
My question is what is your guys opinion and how could I have handeld this better?
Sounds like you handled it pretty well. You could also subtract from that faction's council score (and maybe put a plus in a faction that doesn't like them), or otherwise keep the event in mind when determining which factions send aid in the final chapter.
You could have a council member that the character respects pull the character aside and let the character know that the dwarf is a very powerful ally and everyone is useful in this fight against the cult. You don't have to like him, but we don't need him to pull his forces back. Or something to that effect. Laeral Silverhand for example
You handled it well to keep the module moving, but at some point your players need to realize that one character's actions affect the whole group in social situations just as much as in combat. If your group is stealthing and spying on a band of goblins, and one character intentionally makes noise, that one person's actions puts the whole group into combat. Sometimes social blunders are even worse because with combat it might just be losing surprise.
Funny enough, my group is almost at the same spot in RoT. If one of my players did that (and I know exactly which one would), I would have had him storm out, then have him start influencing other council members against the group. They would have found out, then the charisma ones in the party would have had to win him back. Would make for an interesting "side-quest" and would teach them about how social interactions in D&D aren't like the button mashing video game NPC interactions where it doesn't matter what you say. (And it would give my high persuasion characters a chance to flex their skills in that area)
You handled it well to keep the module moving, but at some point your players need to realize that one character's actions affect the whole group in social situations just as much as in combat. If your group is stealthing and spying on a band of goblins, and one character intentionally makes noise, that one person's actions puts the whole group into combat. Sometimes social blunders are even worse because with combat it might just be losing surprise.
Funny enough, my group is almost at the same spot in RoT. If one of my players did that (and I know exactly which one would), I would have had him storm out, then have him start influencing other council members against the group. They would have found out, then the charisma ones in the party would have had to win him back. Would make for an interesting "side-quest" and would teach them about how social interactions in D&D aren't like the button mashing video game NPC interactions where it doesn't matter what you say. (And it would give my high persuasion characters a chance to flex their skills in that area)
I actually really like this. And would think this id one of the best ways to go about it.
Hey everyone, first of all i'm fairly new at dming and this is my first campaign and would like some advise on something that happend last session with my players.
Having dmed my group through Hoard of the dragon queen and are now a bit into Rise of tiamat my players got to the second counsil meeting.
Wen they went to the Tomb of Diderius, Varram got killed by the Yuan-ti so according to the book the dwarven king doesn't respond well to that so I rp his reaction.
One of my players goes on by saying that the dwarven king should shut up, that they need the party (which is true) and that dwarves can't do anything on their selves and are good for nothing anyway (mind you this is not in his backstory that he doesn't like dwarves, hell one of the party members is a dwarf.)
A bit stunned what to do I thought "I could let the dwarven king get mad and leave the counsil but this would affect the whole party and not just the one player" so I decided against it.
So I let it slide for now and have the dwarf respond that the party needed the dwarves as much as they needed the party.
I have had some reactions of the other players that they didn't like the other player's reaction.
My question is what is your guys opinion and how could I have handeld this better?
Sounds like you handled it pretty well. You could also subtract from that faction's council score (and maybe put a plus in a faction that doesn't like them), or otherwise keep the event in mind when determining which factions send aid in the final chapter.
You could have a council member that the character respects pull the character aside and let the character know that the dwarf is a very powerful ally and everyone is useful in this fight against the cult. You don't have to like him, but we don't need him to pull his forces back. Or something to that effect. Laeral Silverhand for example
Published Subclasses
You handled it well to keep the module moving, but at some point your players need to realize that one character's actions affect the whole group in social situations just as much as in combat. If your group is stealthing and spying on a band of goblins, and one character intentionally makes noise, that one person's actions puts the whole group into combat. Sometimes social blunders are even worse because with combat it might just be losing surprise.
Funny enough, my group is almost at the same spot in RoT. If one of my players did that (and I know exactly which one would), I would have had him storm out, then have him start influencing other council members against the group. They would have found out, then the charisma ones in the party would have had to win him back. Would make for an interesting "side-quest" and would teach them about how social interactions in D&D aren't like the button mashing video game NPC interactions where it doesn't matter what you say. (And it would give my high persuasion characters a chance to flex their skills in that area)
I actually really like this. And would think this id one of the best ways to go about it.
Published Subclasses