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First of all: Sorry for my bad english...

Long question short:
What can I do to keep a player in my group who is upset with my campaign?

His character was captured by the group because they thought he might be a doppelganger. He got really angry and said he does not want to play the campaign anymore. That would not be a problem, but unfortunately I only have 3 players including him.

What can I do to keep him in the group?

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closed as unclear what you're asking by mxyzplk Jul 30 '15 at 5:51

Please clarify your specific problem or add additional details to highlight exactly what you need. As it's currently written, it’s hard to tell exactly what you're asking. See the How to Ask page for help clarifying this question. If this question can be reworded to fit the rules in the help center, please edit the question.

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    \$\begingroup\$ It's not clear to me what exact problem you want addressed. If it's the player wanting to quit more info on why would be good ("got so set up" doesn't explain anything). \$\endgroup\$ – mxyzplk Jul 30 '15 at 5:52
  • \$\begingroup\$ And what do feel is wrong with having only two players? \$\endgroup\$ – SevenSidedDie Jul 30 '15 at 6:08
  • \$\begingroup\$ Every group I played with had a minimum of 6 players, except my group. I just thought 2 players might not be enough. \$\endgroup\$ – Blackorade Jul 30 '15 at 6:12
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    \$\begingroup\$ You can run a game with two players, yes. It's obviously different, but no less workable. I and others have written about how GMing only two players is different (and even desirable); reading those might give you some perspective on refining this question without the assumption that you "need" more players. \$\endgroup\$ – SevenSidedDie Jul 30 '15 at 6:36
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    \$\begingroup\$ I told him to stop sticking things in his ass if you mean that (Sadly he really did that with his gold). \$\endgroup\$ – Blackorade Jul 30 '15 at 10:04

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