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9 Things "Pro" DMs Do That You shouldn't
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<blockquote data-quote="Lanefan" data-source="post: 8648354" data-attributes="member: 29398"><p>True, but in a game like ours where it's more than possible to be put out of action for the night by bad luck on a save or by having your character die, occasional spectating is an accepted par for the course.</p><p></p><p>OK, this makes sense. Yes.</p><p></p><p>Where I quite like it.</p><p></p><p>One stunt a player and I-as-DM once pulled off some years back went like this: her PC had worn out its welcome in the party and was asked to leave. The player wanted to keep that character going, and as it already had disguise mastery in its background what we did the following session was bring in two new characters, one as "her new one" and another as "an adventuring NPC". The "NPC" was her character returning in disguise, her new "character" was in fact an NPC; with the end goal being that the disguised character could prove its worth in the field and then later reveal itself for who it really was, ideally to acceptance by the party.</p><p></p><p>During the week we'd give each other instructions on what each character should-would do, to be followed as best as possible during the session, then at the game I'd play her character as an NPC and she'd play the NPC as her character.</p><p></p><p>This cover went on for two whole adventures, with none the wiser despite numerous rolls to see through the disguise. Then the big reveal came, and while it didn't go perfectly the end goal was mostly achieved, and that character is still active in my game today.</p><p></p><p>A group, however, is made up of individuals; and I don't like situations where individuality (of either a player or a PC) is expected to be sacrificed "for the good of the group". The extreme end of that is a bunch of yes-people who go along with anything, often completely dominated by the one person who actually suggests things to be gone along with. Bleah.</p><p></p><p>Fair enough, though at the same time I say the onus is on the person who never speaks up to speak up rather than on everyone else to stop and wait for that person to say something.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8648354, member: 29398"] True, but in a game like ours where it's more than possible to be put out of action for the night by bad luck on a save or by having your character die, occasional spectating is an accepted par for the course. OK, this makes sense. Yes. Where I quite like it. One stunt a player and I-as-DM once pulled off some years back went like this: her PC had worn out its welcome in the party and was asked to leave. The player wanted to keep that character going, and as it already had disguise mastery in its background what we did the following session was bring in two new characters, one as "her new one" and another as "an adventuring NPC". The "NPC" was her character returning in disguise, her new "character" was in fact an NPC; with the end goal being that the disguised character could prove its worth in the field and then later reveal itself for who it really was, ideally to acceptance by the party. During the week we'd give each other instructions on what each character should-would do, to be followed as best as possible during the session, then at the game I'd play her character as an NPC and she'd play the NPC as her character. This cover went on for two whole adventures, with none the wiser despite numerous rolls to see through the disguise. Then the big reveal came, and while it didn't go perfectly the end goal was mostly achieved, and that character is still active in my game today. A group, however, is made up of individuals; and I don't like situations where individuality (of either a player or a PC) is expected to be sacrificed "for the good of the group". The extreme end of that is a bunch of yes-people who go along with anything, often completely dominated by the one person who actually suggests things to be gone along with. Bleah. Fair enough, though at the same time I say the onus is on the person who never speaks up to speak up rather than on everyone else to stop and wait for that person to say something. [/QUOTE]
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