I commented on another thread with a similar problem, so I'll restate what I said there: watch buddy travel movies and use that dynamic to your advantage (first one that comes to mind is Due Date w/Robert Downey Jr. And Zack Galifianakis). You have one guy who has a mission, is a straight shooter, and just trying to get where he's going. The other guy is a wild card that keeps driving him off path and holding him back from that goal. Make your sessions with this in mind, give the cleric his progression towards his goal, and give way for the assassin to mess it up. It can be tough, but if you make the assassin's chances at being a loose canon obvious and too good to turn down, you can give her a playground that she feels she can tear up while you still are actually keeping her right on track with the story.
As a DM you have to get to know your characters more. You create something around them or go with you. I have 8 people in my campaign, I just kept getting people who wanted to play and mine are everywhere, experienced and super new.
As you have control of the npc “boyfriend” have him get her to do stuff. Or for the money. You could do the money have them work for the bad guys to do something minor like stealing something that was stolen from them. Like the bad guys playing the good guys and then don’t pay her.
This would make you stear the assassin a little more into your hand and I think make the Cleric come out a little more.
In the end remember though this is the world you are creating, you have gods and every npc at your disposal to push the game where you want it to go.
In mine all my players got a wake up call, because I gave them to level 5 to do what they wanted and now that they are level 5, I had to have the talk. It went something like “Now you all are level 5, the training wheels are coming off and now you will face hard challenges, if your character dies there is no bringing them back as a playable character for you.” They will face harder stuff, but now they are going to have to work smarter to do somethings or they will be making new characters.
One more thing, I had 2 players going at each other about a month ago. I had to get my npc that is the main quest giver, an ancient guy with multiple classes use a spell that he had to drop a house on them and end their fight. Sometimes you have to be a rough DM.
I suggest talking to the two players and put the problem to them - splitting the party means that each of them only gets to play half of the game, so it's going to be a way more fun game for both players if they stick together.
Ask the two players to solve the situation for you - ask them if they can think of some way to possibly amend their background or the current plot, so that they will WANT to travel and work together.
I don’t think that was the problem, it’s one going off and doing what they want, and the other not getting into their character enough. Maybe because of the one doing what they want, but still Witchmark does not want to stop these fully just wanting to get them under control. Pulling the DM card outside of the game may do more than you would think to the players and their interest in the game.
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Start over and let her DM. Or have a little chat with her and ask if she could maybe not play quite such a chaotic character anymore.
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I commented on another thread with a similar problem, so I'll restate what I said there: watch buddy travel movies and use that dynamic to your advantage (first one that comes to mind is Due Date w/Robert Downey Jr. And Zack Galifianakis). You have one guy who has a mission, is a straight shooter, and just trying to get where he's going. The other guy is a wild card that keeps driving him off path and holding him back from that goal. Make your sessions with this in mind, give the cleric his progression towards his goal, and give way for the assassin to mess it up. It can be tough, but if you make the assassin's chances at being a loose canon obvious and too good to turn down, you can give her a playground that she feels she can tear up while you still are actually keeping her right on track with the story.
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That's a really interesting idea- I like the dynamic you're describing. I'll have to check out the movies you recommended.
As a DM you have to get to know your characters more. You create something around them or go with you. I have 8 people in my campaign, I just kept getting people who wanted to play and mine are everywhere, experienced and super new.
As you have control of the npc “boyfriend” have him get her to do stuff. Or for the money. You could do the money have them work for the bad guys to do something minor like stealing something that was stolen from them. Like the bad guys playing the good guys and then don’t pay her.
This would make you stear the assassin a little more into your hand and I think make the Cleric come out a little more.
In the end remember though this is the world you are creating, you have gods and every npc at your disposal to push the game where you want it to go.
In mine all my players got a wake up call, because I gave them to level 5 to do what they wanted and now that they are level 5, I had to have the talk. It went something like “Now you all are level 5, the training wheels are coming off and now you will face hard challenges, if your character dies there is no bringing them back as a playable character for you.” They will face harder stuff, but now they are going to have to work smarter to do somethings or they will be making new characters.
One more thing, I had 2 players going at each other about a month ago. I had to get my npc that is the main quest giver, an ancient guy with multiple classes use a spell that he had to drop a house on them and end their fight. Sometimes you have to be a rough DM.
I suggest talking to the two players and put the problem to them - splitting the party means that each of them only gets to play half of the game, so it's going to be a way more fun game for both players if they stick together.
Ask the two players to solve the situation for you - ask them if they can think of some way to possibly amend their background or the current plot, so that they will WANT to travel and work together.
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I don’t think that was the problem, it’s one going off and doing what they want, and the other not getting into their character enough. Maybe because of the one doing what they want, but still Witchmark does not want to stop these fully just wanting to get them under control. Pulling the DM card outside of the game may do more than you would think to the players and their interest in the game.
Let the cleric player switch his main character for the assassin's boyfriend.......
Roleplaying since Runequest.