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<blockquote data-quote="DEFCON 1" data-source="post: 8095614" data-attributes="member: 7006"><p>If this is the case, I place the blame firmly on the shoulders of the Fighter player.</p><p></p><p>You have a friend of yours make what you think is a bad decision. And the first thing you think of is "Well, I guess I have to kill him!" Really? You couldn't just give the Rogue an ultimatum? Reason with the guy? "You are making a horrible mistake and risking our lives because of this deal. You go through with it, I will not continue down this path with you." And then like the Ranger did, you just walk away. But no, instead it's "Time to die, muthafraka!!!"</p><p></p><p>It's this kind of D&D-specific self-righteousness that players get... usually when they are playing paladins more often than not... that makes them stupidly believe that any whiff of badness means they have no choice but to slaughter the heretic. Even supposed friends. It's a ridiculous trait. I mean, if I had a friend of mine make an exceedingly bad decision, I'd be more inclined to... I dunno... actually try and help the person. Going straight to chopping their head off would be an option a bit further down the line.</p><p></p><p>So in this particular case... the fighter, ranger and druid really should just go off on their own, and leave the rogue and Kasimir to continue their quest to save their loved ones. For you, that means either splitting the group in half and running the two groups separately (either on the same night or on separate nights)... or the fighter, ranger, and druid need to come up with a reason to keep the rogue and dusk elf around-- like they need the elf's for the finale, and they want to keep an eye on the rogue to make sure he doesn't do something <em>really</em> stupid with this new power he has. It's safer for them to keep the rogue close to keep their eyes on him, than it is for the rogue to just wander off by himself. At least maybe then this game can be salvaged.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8095614, member: 7006"] If this is the case, I place the blame firmly on the shoulders of the Fighter player. You have a friend of yours make what you think is a bad decision. And the first thing you think of is "Well, I guess I have to kill him!" Really? You couldn't just give the Rogue an ultimatum? Reason with the guy? "You are making a horrible mistake and risking our lives because of this deal. You go through with it, I will not continue down this path with you." And then like the Ranger did, you just walk away. But no, instead it's "Time to die, muthafraka!!!" It's this kind of D&D-specific self-righteousness that players get... usually when they are playing paladins more often than not... that makes them stupidly believe that any whiff of badness means they have no choice but to slaughter the heretic. Even supposed friends. It's a ridiculous trait. I mean, if I had a friend of mine make an exceedingly bad decision, I'd be more inclined to... I dunno... actually try and help the person. Going straight to chopping their head off would be an option a bit further down the line. So in this particular case... the fighter, ranger and druid really should just go off on their own, and leave the rogue and Kasimir to continue their quest to save their loved ones. For you, that means either splitting the group in half and running the two groups separately (either on the same night or on separate nights)... or the fighter, ranger, and druid need to come up with a reason to keep the rogue and dusk elf around-- like they need the elf's for the finale, and they want to keep an eye on the rogue to make sure he doesn't do something [I]really[/I] stupid with this new power he has. It's safer for them to keep the rogue close to keep their eyes on him, than it is for the rogue to just wander off by himself. At least maybe then this game can be salvaged. [/QUOTE]
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