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5 years ago ::
May 27, 2008 - 3:41PM
#591
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Date Joined:
Jul 19, 2006
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I'm not going to read this whole topic, but I will provide a counterargument to not fudging dice in favour of the BBEG.
The thing that I think is overlooked here is that you, a player are but one of a group of players in the game. I had a player for a time who thought like this, and would find some spell or combination to quickly and efficiently end any major encounter that the group ran into. I was annoyed with his behaviour, as he regularly ruined what I had in mind, but nothing compared to the seething rage the other players felt at this.
See, when you cast a Finger of Death spell on the major villain, killing him in the first round, you deprive all the other players in the group of their chance to shine against that villain. It's especially annoying when the villain you do it to has more significance to another player's character than yours. What wound up being the last straw on this guy was using Power Word spells and some trick with Empower Spell I forget on one of the PC's older sister, who was a major villain in his back story (I know what everyone is going to think of here, and I don't want to hear it), to end the fight with her with no resistance whatsoever. The other PC had actually requested everyone else to stay back and was preparing to fight her one-on-one when the mage did this. Even if you, like he, consider that "good roleplaying", it's obnoxious and will make everyone else hate you and want you gone.
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5 years ago ::
May 27, 2008 - 3:59PM
#592
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Date Joined:
Oct 16, 2004
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This relates to the "Finger of Death" story, as it reminded me of my own game.
There's a wizard in my game who is Disintegrate-happy to the point where he maximized-disintegrates almost everything. He's stolen kills, including plot-key kills, every chance he's gotten - interrupting duels, disintegrating the guy before he gives an important secret (which the party needs) and so on. He claimed it was because he was chaotic evil (being a half-demon).
There was some infighting: Everyone versus him. It ended before he died, but the player, despite loving his character, was suddenly convinced he'd have to leave the party (and reroll) because he satisfied his whims until he enraged his own group. Only after I convinced him (in an email) that, being the spawn of a succubus, his actions were not only CE, but low-intelligence (poor action-consequence comprehension, feeble risk calculations) and low-wisdom (zero foresight), and that a half-succubus is CE in a socially manipulative manner, he changed gears. Things have been smooth since.
I guess this relates to the main subject in that fudging for the NPCs may not be the only solution, since alot of situations can work themselves out. However, I agree that there exist some situations where "DM-cheating" is certainly the quickest, simplest and most effective route to take.
It also relates to the subject at hand in that sometimes a DM telling a player how to RP is a solution. I didn't dictate, mind you, but softly smacking the player upside the head with a "duh!" stick can sometimes be exactly the way to create an everybody-wins situation, for the players and the DM.
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5 years ago ::
May 27, 2008 - 7:17PM
#593
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Date Joined:
Jun 22, 2007
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#1) The DM is responsible for creating and running a game that his players will like. Not always - sometimes the GM is responsible for creating and running a group of players that will like his game.
If the campaign is created for the group then you would be right, but sometimes a group is put together to play a specific campaign.
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5 years ago ::
May 27, 2008 - 7:42PM
#594
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Date Joined:
Dec 17, 2005
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Not always - sometimes the GM is responsible for creating and running a group of players that will like his game. Semantics. The point was that the DM's game has to be something his players enjoy, whether he has the luxury of the 'rolodex o` players' or not.
I'm also working under the assumption that the DM wouldn't bother putting all this effort in to it if he didn't enjoy himself (Just like I'm working under the assumption that the DM in question isn't a 'bad DM' i.e. refusing help, promoting a combative atmosphere, and generally disregarding ANYTHING his players want). YMMV, but I don't think that's too far off the mark for the majority if them. Otherwise we're arguing about what bad DM's do, and I don't think we really need 20 pages on that. This thread is about how good DM's and good players can resolve issues of dispute between them .. despite the fact that the answer has always been "The DM is the arbiter" .. it's good for a few pages of discussion.
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5 years ago ::
May 27, 2008 - 7:57PM
#595
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Date Joined:
Feb 11, 2008
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Not always - sometimes the GM is responsible for creating and running a group of players that will like his game.
If the campaign is created for the group then you would be right, but sometimes a group is put together to play a specific campaign. My group can't agree on anything. I have one player that hates dnd, and another player that hates all dnd classes besides the monk, though he is actually having fun in this game.
I have another player that only likes Paladium and DnD, but when he plays Paladium, he is very difficult to control because 50% of the stuff they turned out for Heroes Unlimited / Ninjas and Superspies is not only unbalanced, but should have been written for another system.
I personally LOVE to run horror. I love it. I love Nightbane and Mage the Assension, but I have two - three players that don't get into their characters enough for me to get into their heads, and another player that doesn't care for it... so I NEVER get to run or play what I like the most.
There isn't a rolodex of players I can pick through to run my game.
So in the end... I try to run something that everyone can get behind and I can still enjoy, but it is hard.
------Horror Game Forming-------
I'm looking for 3-4 players for a Horror RPG. Must have little reguard for rules, be emotional, suggestable, and enjoy watching bad things happen to characters they write for.
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5 years ago ::
May 27, 2008 - 8:04PM
#596
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Date Joined:
Dec 17, 2005
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------Horror Game Forming-------
I'm looking for 3-4 players for a Horror RPG. Must have little reguard for rules, be emotional, suggestable, and enjoy watching bad things happen to characters they write for. Do you live in the DC Metro area?
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5 years ago ::
May 27, 2008 - 8:11PM
#597
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Date Joined:
Jun 22, 2007
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There isn't a rolodex of players I can pick through to run my game. I don't have one either.
So in the end... I try to run something that everyone can get behind and I can still enjoy, but it is hard. My response would be not to run a game until I have one that all the players are activly entheusiastic about, and if that means not running a game then it also means more time to talk about what people want and come up with some great ideas. But that response is based soley on what I want from GMing, not what you want from it.
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5 years ago ::
May 27, 2008 - 8:37PM
#598
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Date Joined:
Sep 18, 2007
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^ Seconded
As for the aquatic elf hydromancer. . . .
I'm sorry if it was poorly written, but I was trying to bring across that there are some times when a player's request is rediculus, and shouldn't be allowed (such as an aquatic elf in an Arabian campaign) for a number of reasons, including tone, setting, and mechanics.
As for banning Classes. Okay, so, player wants to play some Pelor prestige class. But what if the god of the Sun in your campaign is an evil deity, who is intentianally casting rays down to scorch the desert in his own world? That's hardly the image of the benevolent sun god that Pelor is, and it might not be appropriate for the GM to allow a LG priest with the Sun Domain.
Heck, I designed a campaign where there were no gods, and everyone worshipped six elements (fire, earth, air, water, Holy(positive) and Unholy(Negative). I would hesitate to allow a prestige class that wasn't directly alligned with one of the six stated areas.
Now, I'm going to admit, example don't get us far, so take the two above for what they're worth. I'm just trying to say that banning some things based on tone, setting, or style doesn't automatically make someone a bad DM. I just want to say that I completely agree with your last sentence. This is merely a question of style not of quality. I have played with several DMs that were restrictive just like many of you are in order to have a world that they wanted to run and DM, and they were thorough, non railroading with their plots, one was especially theatric, and all in all they were very enjoyable quality games. I am not trying to say that everyone that games differently from me is wrong, or that they aren't good DMs. I am just arguing from my perspective that banning things is unneccessary and that I feel that the same goal can be met through other means.
The aquatic elf Hyrdromancer would be a fantastic character for a desert campaign. He/she grew up in an oasis, and grew up listening to stories from his father / grandfather about an age when the desert was covered in forest, beutiful and full of life, and he learned magics around water in hopes to restore life to the desert. Additionally, since he has not explored much beyond his oasis (or ocean since deserts can very easily border the coast) he/she wanted to explore the world of land dwellers for a while and being a powerful water mage will allow him to deal with the harshness of his new climate better. Being an aquatic elf in the desert gives the player ample opportunity to play out the difficulties of such a 'silly' choice. Will have them keep their character wrapped up often moistening their clothes to stay from drying out. People will react to the character's hands, feet, and most especially gills in many different and exciting ways. Especially once he/she starts conjuring up things that are more valuable than gold (water).
It takes a theme, and subverts the theme of the desert in an intersting and exotic way. The elf can dress in all of the flavour of your setting, enjoy and fit in perfectly to your arabian cultures just fine, but still bring its own complications and difficulties that set the character apart from the other population. I just don't see how that doesn't fit. To me it looks like fantastic role playing opportunities and stories waiting to happen. Especially if hydromancing has never been seen before on land. Powerful people and merchant princes are going to want to know what this character can do, will begin asking questions about the character and if they can use this magic to their own gains.
Aquatic elf Hydromancer in the desert in my opinion would be fantastic.
That is the sort of thing I'm talking about. Why ban when you can twist?
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To the posters mentioning that I HAVE to include everything under the sun just because I don't restrict my players, that is incorrect. Just because I do not impose limits on my players character selections or what books they can draw from does not mean my setting has every god under the sun in it.
I have several options available:
1) Keep the mechanics, change the name. If the class is Glorious knight of Pelor, I can replace Pelor with the name of my Sun god without issue. In FR this could be Lathander, or one of the many justice gods for example.
2) Add the diety - I could simply add the diety. Correllon and Lloth are in at least 2 official settings, why not this other god?
The most important note to make on this stuff is that I only need to adjust and accomodate based on what the players actually use. I don't need to figure out how dread necromancers fit into the world if I don't want them there if all of my players are rogues and fighters.
I allow everything but only ever have to adjust for a few things because the players cannot play everything at once. They only have one character after all.
And Rooisha, you may be having fun, but you post in a manner that makes it difficult to take anything you say seriously. Especially when you don't take the time to fully read what you're replying to. For example:
Averon: What you guys aren't seeing, even though it has been stated many, many times. Is that the Player ONLY has his one character. That is it.
R: Oh really? Can you explain then why I have, as a player, many characters and any of them can bring me fun and excitement without disrespect and rudeness to my DM? How many characters do you play at once? Do yo play all your many characters simultaenously? No, you play one the vast majority of the time. Therefore you can only impact the world based upon the actions and background of that single character at any given time. Additionally the fact that you thought I meant that you SHOULD be rude or disrespectful definately shows you didn't understand what I was saying. I guess I wasn't clear enough, but I doubt that as you decided the best way to post would be:
Sentence 1: HAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHA No. Because I said so. To troll.
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5 years ago ::
May 27, 2008 - 8:50PM
#599
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Date Joined:
Dec 17, 2005
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That is the sort of thing I'm talking about. Why ban when you can twist? Because it's impossible to say that will work in every situation; depending on the DM in question, the player in question, the setting in question, what the player wants to play, and how inflexible the player is when it comes to their character idea.
Polar opposites for character||campaign setting can indeed work .. but if the DM is running a high level heavy magic campaign and you show up with "Orphan boy, level 1 commoner" then perhaps you should have read the D&D book more than the Call of Cthulhu book over the weekend :P
Basically saying that a character that diametrically opposes the SETTING can work; but a character that breaks the mood, tone, or theme of the game (if you're playing in a game where that kind of thing matters) CAN'T work. It just can't. Same as if you showed up to a kick in the door campaign with a non-combatant. Both of them will get you looks that just scream "You don't get it, do you Steve?" .. and persisting with one's desires to play the character they have in mind and nothing else despite the fact the character is totally inappropriate for the game is exceedingly selfish and quite telling.
Not that I think anyone here has done that.
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5 years ago ::
May 27, 2008 - 8:50PM
#600
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See my response to Roog's post, which pretty much should answer yours.
The key to my response being that Trailfoot would not accept this compromise either because he doesn't get what he wants - a player character that has wings and can fly because of said wings at Level 1. Without both of these features together at the exact same time, any suggestion is non-viable ( ) and therefore his concept = dead in the water.
Which in turn demonstrates pretty much what VA and I have stated all along - that he is not interested in compromise if compromise does not give him exactly what he wants. Which in turn is NOT compromise. Saw it. Read it. Agree with it.
As a my perspective thing: I'd consider not allowing a flying PC at level 1 as a disliking something because it breaks the game to unplayability and not disliking a player character having something nifty. That you would allow the concept at some later level is fine. I'm biased for my idea because it was my idea, but I do think it rather nifty and be happy if you accepted. If I really, really wanted a naturally flying creature, hypothetically, I'd hope it didn't mean I'd have to be a 17th level Favored Soul. I don't mind playing a Favored Soul; I'd just not want to wait until level 17 if I really, really wanted it.
Support Cedric Diggory, the real Hogwarts Champion!
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