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Goals for a party - why should they even go anywhere together?
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<blockquote data-quote="Wepwawet" data-source="post: 7058830" data-attributes="member: 56398"><p>First start with the meta rule #1: <strong>Don't be a jerk.</strong> Role playing is nice and all but it should never be an excuse to be a jerk to the other players.</p><p></p><p>Meta rule #2: <strong>D&D is a cooperative game.</strong></p><p></p><p>It is simply assumed that the players will work together, even if they have opposing alignments. In game you can come up with millions of explanations for that, from "they all grew up together" to "they randomly met once in a tavern and instantly got along with each other and even though they don't have anything in common they work together because it's fun".</p><p></p><p>As a DM feel free to expand their backgrounds and connect details that you think would work together. The game works much better when the characters have an actual connection to the game world and some of the other adventurers.</p><p></p><p>If a player wants to play an evil character with the intention of causing conflict, point to meta rule #1 and don't allow that character. Also be careful with that player or you'll have trouble down the line and your campaign will collapse because people get fed up of putting up with a player who uses role playing as an excuse to be a jerk.</p><p> </p><p>It's much easier to outright ban evil characters. I always felt that it is much harder to explain why a group of evil people would stick together along several adventures without killing each other.</p><p></p><p>In my game I ruled that there are no evil PCs, and if someone becomes evil they become and NPC.</p></blockquote><p></p>
[QUOTE="Wepwawet, post: 7058830, member: 56398"] First start with the meta rule #1: [B]Don't be a jerk.[/B] Role playing is nice and all but it should never be an excuse to be a jerk to the other players. Meta rule #2: [B]D&D is a cooperative game.[/B] It is simply assumed that the players will work together, even if they have opposing alignments. In game you can come up with millions of explanations for that, from "they all grew up together" to "they randomly met once in a tavern and instantly got along with each other and even though they don't have anything in common they work together because it's fun". As a DM feel free to expand their backgrounds and connect details that you think would work together. The game works much better when the characters have an actual connection to the game world and some of the other adventurers. If a player wants to play an evil character with the intention of causing conflict, point to meta rule #1 and don't allow that character. Also be careful with that player or you'll have trouble down the line and your campaign will collapse because people get fed up of putting up with a player who uses role playing as an excuse to be a jerk. It's much easier to outright ban evil characters. I always felt that it is much harder to explain why a group of evil people would stick together along several adventures without killing each other. In my game I ruled that there are no evil PCs, and if someone becomes evil they become and NPC. [/QUOTE]
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Goals for a party - why should they even go anywhere together?
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