When “Waterdeep: Dragonheist” was released I decided to create a Paladin. Not just any Paladin but an AD&D style lawful-stupid Paladin. There were groans and eye-rolls from my fellow players. “Never fear,” I assured them. My Paladin will have a fatal flaw. He will believe in his heart that everyone can be redeemed. So when the rogue wants to go off and steal a thing my character will just give him a pep-talk about how he could be so much more. Assured that I would not use my character to derail other people’s fun we began play.
I’ve been running Adventure’s League at my FLGS since the “Rage of Demons” story line. Some of my favorite parts of “Rage of Demons,” “Curse of Strahd” and “Storm King’s Thunder” have been the sandbox portions. You see I love running open world games. I’d like to encourage you to love them too.
Whoever said, “don’t split the party,” was a player. Splitting the party is bad news for players because it makes them vulnerable to their enemies. United they are powerful. Divided they are weak. As Dungeon Master you should endeavor to split the party. It is the player’s job to resist.