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*Pathfinder & Starfinder
A Player vs Player approach: Co-authorship
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<blockquote data-quote="Nagol" data-source="post: 6808344" data-attributes="member: 23935"><p>Probably. "Don't be a jerk; you know we're on a quest to save the princess. Do you have another PC you want to tag along? No? Do you have another idea of how to accomplish this step? No? What are you (the player acting as a roadblock) going to do to get us past this because we're going in. If this isn't an amicable parting, the Fighter isn't likely to remain part of the team." </p><p></p><p></p><p></p><p>The original scenario had a goal kept on the other side of a bottleneck that was causing a problem for a specific player. In a sandbox campaign this is only problematic if the players want to accomplish that particular goal. If the players do want to accomplish that particular goal then they had best plan how they are going to do that. If a PC raises objections during the planning, the group has to hash out what is important to it and how it can accommodate different desires. If in the end, it cannot meet everyone's needs then something has to give.</p><p></p><p></p><p></p><p>If such character traits haven't been encouraged and the DM doesn't know of them then the Fighter player has definitely entered jerk territory. Adding such restrictions to expected world elements without getting the group's initial agreement is setting up a in-game confrontation.</p><p></p><p></p><p></p><p>No. This isn't the group's problem. This is the individual player's problem. What is important is if player A decides to give traits to his PC that can compromise how the character responds in-game then player A needs to be able to respond appropriately and have alternate suggestions ready so the PC can (a) do his job, (b) not become so disruptive that people who are putting their lives on the line by working with him are willing to continue doing so, and (c) step aside when he can't in a way that doesn't substantially disadvantage the group ("Guys, you know I can't face undead. I've tried, but I just can't. Don't worry though. I've found a fil-in. He comes highly recommended and is willing to work for my share.").</p><p></p><p>It only becomes the group's problem when the disruptive player fails to do a, b, and c.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6808344, member: 23935"] Probably. "Don't be a jerk; you know we're on a quest to save the princess. Do you have another PC you want to tag along? No? Do you have another idea of how to accomplish this step? No? What are you (the player acting as a roadblock) going to do to get us past this because we're going in. If this isn't an amicable parting, the Fighter isn't likely to remain part of the team." The original scenario had a goal kept on the other side of a bottleneck that was causing a problem for a specific player. In a sandbox campaign this is only problematic if the players want to accomplish that particular goal. If the players do want to accomplish that particular goal then they had best plan how they are going to do that. If a PC raises objections during the planning, the group has to hash out what is important to it and how it can accommodate different desires. If in the end, it cannot meet everyone's needs then something has to give. If such character traits haven't been encouraged and the DM doesn't know of them then the Fighter player has definitely entered jerk territory. Adding such restrictions to expected world elements without getting the group's initial agreement is setting up a in-game confrontation. No. This isn't the group's problem. This is the individual player's problem. What is important is if player A decides to give traits to his PC that can compromise how the character responds in-game then player A needs to be able to respond appropriately and have alternate suggestions ready so the PC can (a) do his job, (b) not become so disruptive that people who are putting their lives on the line by working with him are willing to continue doing so, and (c) step aside when he can't in a way that doesn't substantially disadvantage the group ("Guys, you know I can't face undead. I've tried, but I just can't. Don't worry though. I've found a fil-in. He comes highly recommended and is willing to work for my share."). It only becomes the group's problem when the disruptive player fails to do a, b, and c. [/QUOTE]
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A Player vs Player approach: Co-authorship
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