I played part of my new campaign with a group of friends and we got no where, tried playing and it felt like everything was forced and that there were multiple distractions keeping us from playing. A couple started to argued and one didn't want to speak during the story, i ended up cutting it short which caused someone not getting the chance to play at all.
what should I do? re-wright my campaign entirely or just cut my losses and stop the campaign all together, or should i just start an already made campaign?
I would suggest you and your friends host a discussion regarding what you all expect from the game, and what you are providing as DM. List some basic rules for the table to help minimize distraction or argument; perhaps probe into why one player wasn't comfortable speaking.
Each member could have arrived with different ideas or expectations of what the game "should be." I believe a conversation about this will help everyone get on the same page and begin to work towards the same goals/progression. Who knows, maybe you'll learn something too!
What Sedge is referring to may be what many of us refer to as "Session 0". It can be a vital part of a game for laying out ground rules, table expectation, and much more. Here's a few things that I tend to offer up for my Session 0:
Table rules/expectations:(What I don't want at my table), No cell phones or electronic devices. Limit table talk to the game as much as possible. Use quiet voices when talking out of turn or when the DM is talking. Stay with the game, (we run 4 hour sessions), breaks are every hour. No wandering off when you're not the active player. Keep jokes and humor to PG13. Bring your own dice.
Style of game:(basic scope and setting of the game) I'm running a low magic, survival campaign. There is an adventure theme to the game which will require players to be serious about their actions and consequences. This is a homebrew creation, some things may not work exactly as the DMG/PHB and other material describe.
Special rules:(the things that the players need to know before creating their characters, and important tips about the world and game play in general) All races are represented in the world, however Dwarves, Elves, and Half-Orcs have all been subjegated and turned into slaves. Tiefling, Gnomes, and Halflings have all gathered to form a resistance. Humans and Dragonborn have banded together to rule over their halves of the continent respectively. Arcane Magic is outlawed in the Drabonborn states, and Divine Magic is absent from the Human states.
---
As you can see, this type of approach, of a Session 0, really does give a lot of information. It can help set the players down with a strong understanding of expectations and make educated decisions base on that information.
I played part of my new campaign with a group of friends and we got no where, tried playing and it felt like everything was forced and that there were multiple distractions keeping us from playing. A couple started to argued and one didn't want to speak during the story, i ended up cutting it short which caused someone not getting the chance to play at all.
what should I do? re-wright my campaign entirely or just cut my losses and stop the campaign all together, or should i just start an already made campaign?
I would suggest you and your friends host a discussion regarding what you all expect from the game, and what you are providing as DM. List some basic rules for the table to help minimize distraction or argument; perhaps probe into why one player wasn't comfortable speaking.
Each member could have arrived with different ideas or expectations of what the game "should be." I believe a conversation about this will help everyone get on the same page and begin to work towards the same goals/progression. Who knows, maybe you'll learn something too!
thats a good idea, thank you Sedge
What Sedge is referring to may be what many of us refer to as "Session 0". It can be a vital part of a game for laying out ground rules, table expectation, and much more. Here's a few things that I tend to offer up for my Session 0:
Table rules/expectations: (What I don't want at my table), No cell phones or electronic devices. Limit table talk to the game as much as possible. Use quiet voices when talking out of turn or when the DM is talking. Stay with the game, (we run 4 hour sessions), breaks are every hour. No wandering off when you're not the active player. Keep jokes and humor to PG13. Bring your own dice.
Style of game: (basic scope and setting of the game) I'm running a low magic, survival campaign. There is an adventure theme to the game which will require players to be serious about their actions and consequences. This is a homebrew creation, some things may not work exactly as the DMG/PHB and other material describe.
Special rules: (the things that the players need to know before creating their characters, and important tips about the world and game play in general) All races are represented in the world, however Dwarves, Elves, and Half-Orcs have all been subjegated and turned into slaves. Tiefling, Gnomes, and Halflings have all gathered to form a resistance. Humans and Dragonborn have banded together to rule over their halves of the continent respectively. Arcane Magic is outlawed in the Drabonborn states, and Divine Magic is absent from the Human states.
---
As you can see, this type of approach, of a Session 0, really does give a lot of information. It can help set the players down with a strong understanding of expectations and make educated decisions base on that information.