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Alignment and Party Dynamics
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<blockquote data-quote="cougent" data-source="post: 3837357" data-attributes="member: 48665"><p>I think you just went into much greater detail than I did.</p><p></p><p>As I tell all potential new players, "I am a storytelling DM, not a hack and slash, kill the monsters take their stuff DM, if that is your style of play then my games will be boring to you and you should look elsewhere."</p><p></p><p>I usually have a "no evil PC" mandate, I lifted it for a time while we ran a mini-campaign and all 5 of my regular players came to me and wanted to set up a secret character motive to justify betraying the party at some point in time. They all thought it was their original idea and that they would really enjoy the look of shock on the rest of the party. I went along, but also set up an NPC to do the same first... they were all PO'd, but after we discussed it they all admitted they would have been more PO'd at the player who did it. despite their desire to do something new and unique as an individual, they all still expect the group to work as a group. After that experiment, I had no more complaints about the "no evil PC" mandate.</p><p></p><p>No one wants to play cookie cutter PC's, but sometimes ones own personal idea of fun might very well PO the rest of the group and destroy their fun. If you are that individual, then you may say "too bad"... but you don't like it too much when you are NOT the one. It is a balancing act to allow individual freedom in PC's against group dynamics, and sometimes it does call for individual sacrifice.</p></blockquote><p></p>
[QUOTE="cougent, post: 3837357, member: 48665"] I think you just went into much greater detail than I did. As I tell all potential new players, "I am a storytelling DM, not a hack and slash, kill the monsters take their stuff DM, if that is your style of play then my games will be boring to you and you should look elsewhere." I usually have a "no evil PC" mandate, I lifted it for a time while we ran a mini-campaign and all 5 of my regular players came to me and wanted to set up a secret character motive to justify betraying the party at some point in time. They all thought it was their original idea and that they would really enjoy the look of shock on the rest of the party. I went along, but also set up an NPC to do the same first... they were all PO'd, but after we discussed it they all admitted they would have been more PO'd at the player who did it. despite their desire to do something new and unique as an individual, they all still expect the group to work as a group. After that experiment, I had no more complaints about the "no evil PC" mandate. No one wants to play cookie cutter PC's, but sometimes ones own personal idea of fun might very well PO the rest of the group and destroy their fun. If you are that individual, then you may say "too bad"... but you don't like it too much when you are NOT the one. It is a balancing act to allow individual freedom in PC's against group dynamics, and sometimes it does call for individual sacrifice. [/QUOTE]
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