GoodPilgrim
2013-06-05, 06:01 PM
Advice please:
I'm DMing a 15th-level campaign in a world of homebrew for three players:
1. A half-elf swashbuckler/elven spellsword/dragon devotee who happens to be a shipcaptain
2. A doppelganger druid/spellthief/daggerspell shaper who is his first mate
3. A homebrewed (by me) nightmare creature sorcerer/paladin who commissioned the other two to go on this quest, after his holy order sent him on this mission.
They made it down to the deep south whereto they were sent, and are now facing some frostfell conditions. So far, the campaign is all on track, and I hope and pray they're enjoying it, however, there may be some issues, partially my fault.
Player #3 (Paladin) has a tendency to take charge. In a way this is just fine, since his paladin character commissioned the others to the task, but his personality is rather forceful and may occasionally marginalize the other two. He's a great player and his character is interesting, and he's totally oblivious to the fact that the others may feel put off.
Player #1 (Swashbuckler) is the most peeved by this situation, and considers the paladin character to be nearly broken (given his combination of arcane, divine, and melee abilities).
Player #2 (Druid) is more mellow, but is also the only character so far to have died (exploding frost worm) and been resurrected. Also, all three of these characters have secrets that are kept from the others, and once he died, the secret that he was a doppelganger was revealed. The other two, however, took it in stride and were okay with it.
So anyway, my question is this: How can I best keep the swashbuckler and druid from being marginalized without in turn marginalizing the paladin? What is the best way to give the other two their shining moments? It's especially hard, because the paladin is almost broken, given those abilities, so I'm not sure how to pose a situation that would play best with the others' abilities and not the paladin's.
I'm DMing a 15th-level campaign in a world of homebrew for three players:
1. A half-elf swashbuckler/elven spellsword/dragon devotee who happens to be a shipcaptain
2. A doppelganger druid/spellthief/daggerspell shaper who is his first mate
3. A homebrewed (by me) nightmare creature sorcerer/paladin who commissioned the other two to go on this quest, after his holy order sent him on this mission.
They made it down to the deep south whereto they were sent, and are now facing some frostfell conditions. So far, the campaign is all on track, and I hope and pray they're enjoying it, however, there may be some issues, partially my fault.
Player #3 (Paladin) has a tendency to take charge. In a way this is just fine, since his paladin character commissioned the others to the task, but his personality is rather forceful and may occasionally marginalize the other two. He's a great player and his character is interesting, and he's totally oblivious to the fact that the others may feel put off.
Player #1 (Swashbuckler) is the most peeved by this situation, and considers the paladin character to be nearly broken (given his combination of arcane, divine, and melee abilities).
Player #2 (Druid) is more mellow, but is also the only character so far to have died (exploding frost worm) and been resurrected. Also, all three of these characters have secrets that are kept from the others, and once he died, the secret that he was a doppelganger was revealed. The other two, however, took it in stride and were okay with it.
So anyway, my question is this: How can I best keep the swashbuckler and druid from being marginalized without in turn marginalizing the paladin? What is the best way to give the other two their shining moments? It's especially hard, because the paladin is almost broken, given those abilities, so I'm not sure how to pose a situation that would play best with the others' abilities and not the paladin's.