Greenfield
Adventurer
I once had a player whose character was designed to permanently kill other PCs.
Another player's character, having seen this guy do what he thought was a secret between him and the DM, volunteered to "back him up" when he backtracked in the dungeon to mark some junctions.
Long story short, when the treacherous PC pulled his "kill them forever" move a little later (on the PC who had backed him up), he soon ran afoul of a simple trap they guy had left behind, and his own character was killed.
He went ballistic when he discovered that he'd been set up. He asked me, as DM, to do something about it, since that other player had "set out specifically to kill my character", ignoring the inconvenient fact that he'd already done the same to that other guy.
As for pet peeves: Mine is probably the adversarial player, the guy who's out to "beat" the DM.
We have some simple rules for our campaign regarding allowable source books, as I'm sure everyone else does. Anything outside of those sources has to be specially approved. One player in our group had a habit of introducing unapproved stuff into play, knowing that we wouldn't want to interrupt the game to question it, challenge it, vote on it, and wait while he remade that part of his character. He counted on the surprise factor to get away with things
Same problem, different form, is Prestige Classes. They are "at the DM's discretion", meaning you're supposed to talk to the DM about them before taking that class/level.
Over all there are two philosophies in making and advancing PCs. The first is to look at the available sources and build a "good faith" character, taking into account the campaign setting and style.
The other is to look at the available sources and design the most powerful build you can get away with, whether there's any way it could fit into the campaign world or not.
I like the first. The second, not so much.
Another player's character, having seen this guy do what he thought was a secret between him and the DM, volunteered to "back him up" when he backtracked in the dungeon to mark some junctions.
Long story short, when the treacherous PC pulled his "kill them forever" move a little later (on the PC who had backed him up), he soon ran afoul of a simple trap they guy had left behind, and his own character was killed.
He went ballistic when he discovered that he'd been set up. He asked me, as DM, to do something about it, since that other player had "set out specifically to kill my character", ignoring the inconvenient fact that he'd already done the same to that other guy.
As for pet peeves: Mine is probably the adversarial player, the guy who's out to "beat" the DM.
We have some simple rules for our campaign regarding allowable source books, as I'm sure everyone else does. Anything outside of those sources has to be specially approved. One player in our group had a habit of introducing unapproved stuff into play, knowing that we wouldn't want to interrupt the game to question it, challenge it, vote on it, and wait while he remade that part of his character. He counted on the surprise factor to get away with things
Same problem, different form, is Prestige Classes. They are "at the DM's discretion", meaning you're supposed to talk to the DM about them before taking that class/level.
Over all there are two philosophies in making and advancing PCs. The first is to look at the available sources and build a "good faith" character, taking into account the campaign setting and style.
The other is to look at the available sources and design the most powerful build you can get away with, whether there's any way it could fit into the campaign world or not.
I like the first. The second, not so much.