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A First Look at Tasha’s Lineage System In AL Player’s Guide - Customizing Your Origin In D&D
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<blockquote data-quote="Remathilis" data-source="post: 8090656" data-attributes="member: 7635"><p>Please be advised I don't agree with this, but in many years I've seen PCs who reject the premise of a campaign...</p><p></p><ul> <li data-xf-list-type="ul">Refuse to leave the tavern all session</li> <li data-xf-list-type="ul">Pick fights, kill or steal from townsfolk, with an extra layer of arson on top</li> <li data-xf-list-type="ul">Refuse quest givers, often leading to one of the above as "tonight's entertainment"</li> <li data-xf-list-type="ul">Walk right past the dungeon/town/adventure zone intentionally</li> <li data-xf-list-type="ul">Prank, steal from, or attack other party members</li> <li data-xf-list-type="ul">Act against the group, either intentionally (pocketing gold or important items without the group knowing) or "unintentionally" (making loud noise to bring wandering monsters, setting off traps) for the lols</li> </ul><p></p><p>All tended to happen when there player (and sometimes the group) rejected the premise of a campaign. It's pretty and juvenile (and to be fair, most coming in HS or college games) but the idea that telling your players the rules before hand means they automatically listen and accept them isn't true.</p><p></p><p>On a related note, this is why I tend to avoid "low-magic" or "grim & gritty" gaming. Most of the above behavior happened when players felt constrained by those types of games. But that's a topic for another day.</p><p></p><p>Edit: I want to add that these behaviors came not from some one-off jerk player, but from friends who played in multiple campaigns prior with no problem. Some were DMs in there own right. Sometimes it was one player, others it was a colab of multiple, or even the whole group going into revolt. And they could be fine the next game if the next game was too thier liking.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8090656, member: 7635"] Please be advised I don't agree with this, but in many years I've seen PCs who reject the premise of a campaign... [LIST] [*]Refuse to leave the tavern all session [*]Pick fights, kill or steal from townsfolk, with an extra layer of arson on top [*]Refuse quest givers, often leading to one of the above as "tonight's entertainment" [*]Walk right past the dungeon/town/adventure zone intentionally [*]Prank, steal from, or attack other party members [*]Act against the group, either intentionally (pocketing gold or important items without the group knowing) or "unintentionally" (making loud noise to bring wandering monsters, setting off traps) for the lols [/LIST] All tended to happen when there player (and sometimes the group) rejected the premise of a campaign. It's pretty and juvenile (and to be fair, most coming in HS or college games) but the idea that telling your players the rules before hand means they automatically listen and accept them isn't true. On a related note, this is why I tend to avoid "low-magic" or "grim & gritty" gaming. Most of the above behavior happened when players felt constrained by those types of games. But that's a topic for another day. Edit: I want to add that these behaviors came not from some one-off jerk player, but from friends who played in multiple campaigns prior with no problem. Some were DMs in there own right. Sometimes it was one player, others it was a colab of multiple, or even the whole group going into revolt. And they could be fine the next game if the next game was too thier liking. [/QUOTE]
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