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Goals for a party - why should they even go anywhere together?
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<blockquote data-quote="Lanefan" data-source="post: 7059308" data-attributes="member: 29398"><p>Now there's the top of a slippery slope.</p><p></p><p>One person doesn't want evil. Another doesn't want Paladins. A third doesn't want non-Human player characters. A fourth doesn't want Clerics of any faith other than X.</p><p></p><p>Accede to all this and pretty soon you won't be left with much...and if you give in to the preferences of one then in all fairness you have to give in to the preferences of all the rest. And gawds help you if they flat-out conflict.</p><p></p><p>So - assuming you're not DMing kids - if the characters are gonna fight let 'em fight. Let 'em split apart if that's what it comes to, or sort it out in character. (then again, my default is that players have more than one character on the go; in the Gygax style)</p><p></p><p>A brief summary of how I do it:</p><p></p><p>Rule -1: tell the players what they're maybe in for - that it won't always be sweetness and light and flowers raining down on the heroes (though at times it might be, you never know), and that bad things and disappointments and deaths and level/wealth losses and suchlike are inevitably going to happen so deal with it - then move to rule 0</p><p></p><p>Rule 0: make it abundantly clear - beyond clear, even - that what happens in character stays in character. It's the characters arguing, not the players. Also make it abundantly clear that alignments are not straightjackets, nor are they black and white. Good, for example, does not necessarily kill evil on sight just because it is evil. Then move to rule 1.</p><p></p><p>Rule 1: while there's limits on what race and-or class you can play (they're not all supported, perhaps); for alignment, personality, characterization and in-game actions: just about anything goes.</p><p></p><p>The drop the puck. Most of the time what results is a game where some of the intrigue (and quite a bit of the drama!) comes from within the party...which is fine by me.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7059308, member: 29398"] Now there's the top of a slippery slope. One person doesn't want evil. Another doesn't want Paladins. A third doesn't want non-Human player characters. A fourth doesn't want Clerics of any faith other than X. Accede to all this and pretty soon you won't be left with much...and if you give in to the preferences of one then in all fairness you have to give in to the preferences of all the rest. And gawds help you if they flat-out conflict. So - assuming you're not DMing kids - if the characters are gonna fight let 'em fight. Let 'em split apart if that's what it comes to, or sort it out in character. (then again, my default is that players have more than one character on the go; in the Gygax style) A brief summary of how I do it: Rule -1: tell the players what they're maybe in for - that it won't always be sweetness and light and flowers raining down on the heroes (though at times it might be, you never know), and that bad things and disappointments and deaths and level/wealth losses and suchlike are inevitably going to happen so deal with it - then move to rule 0 Rule 0: make it abundantly clear - beyond clear, even - that what happens in character stays in character. It's the characters arguing, not the players. Also make it abundantly clear that alignments are not straightjackets, nor are they black and white. Good, for example, does not necessarily kill evil on sight just because it is evil. Then move to rule 1. Rule 1: while there's limits on what race and-or class you can play (they're not all supported, perhaps); for alignment, personality, characterization and in-game actions: just about anything goes. The drop the puck. Most of the time what results is a game where some of the intrigue (and quite a bit of the drama!) comes from within the party...which is fine by me. Lanefan [/QUOTE]
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