Sir Whiskers
First Post
Two examples from 1E days:
A couple players joined the regular group at the last minute. They quickly grew bored with the adventure and, once the munchies were all gone, decided to start breaking into homes in the local village. They justified killing anyone who fought back as "self-defense". They even grew angry when I told them that they would have to retire those characters after the session ended, as I didn't allow evil characters in the campaign. They weren't invited back.
Another player was running a thief-like character (including stealing from the party, etc. "because I'm a thief"). The last straw was when he grabbed an evil sword and refused to give it up, even with a paladin in the group insisting on destroying the item. The party split down the middle and when it came to blows (in game), I gave up. Since the GM refused to deal with the situation, I told him I couldn't enjoy his game with the other player and stopped playing. We switched campaigns soon after, so the problem was moot, but I never gamed with that player again.
Because of the above experiences (and others), I now insist on certain ground rules when creating characters - no evil, no complete loners, no excuses ("but that's my alignment"). As a player or GM, I expect characters to work together, otherwise the game's no fun.
A couple players joined the regular group at the last minute. They quickly grew bored with the adventure and, once the munchies were all gone, decided to start breaking into homes in the local village. They justified killing anyone who fought back as "self-defense". They even grew angry when I told them that they would have to retire those characters after the session ended, as I didn't allow evil characters in the campaign. They weren't invited back.
Another player was running a thief-like character (including stealing from the party, etc. "because I'm a thief"). The last straw was when he grabbed an evil sword and refused to give it up, even with a paladin in the group insisting on destroying the item. The party split down the middle and when it came to blows (in game), I gave up. Since the GM refused to deal with the situation, I told him I couldn't enjoy his game with the other player and stopped playing. We switched campaigns soon after, so the problem was moot, but I never gamed with that player again.
Because of the above experiences (and others), I now insist on certain ground rules when creating characters - no evil, no complete loners, no excuses ("but that's my alignment"). As a player or GM, I expect characters to work together, otherwise the game's no fun.