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Are NPCs like PCs?
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<blockquote data-quote="Lyxen" data-source="post: 8522060" data-attributes="member: 7032025"><p>It is a table rule (at all our tables), that players think about other players when choosing their actions. Not the characters, the players, so people are mindful of each other. It does not preclude characters acting like jerks, just the players acting like jerks. And if you don't abide by this table rule, then just don't play.</p><p></p><p></p><p></p><p>We have moments too, but possibly more collective ones. And we have rebels too, it's just the characters, as long as it amuses the players.</p><p></p><p></p><p></p><p>I'm not sure it's a question of "seriously", it's a question of involvement. It's still a game, and we take it like that, but immersion is nice as long as it's not a source of conflict.</p><p></p><p></p><p></p><p>And we accept that this is going to happen too, but we just do some efforts to keep it minimal. Not only does it mean that you play more, it also means that you play better (in the sense of the quality that you get back from the game), because you don't have time when you are connected and no-one else is.</p><p></p><p></p><p></p><p>It's not my experience, there are DM hoggers and people always scheming behind the others back, and the only counter to that if the DM does not balance things out is to start scheming as well, therefore lowering again the quality of play for the others. I had one such player (at least one who was worse than a few others at our tables), so for a few sessions, I had him sit outside five minutes for every minute that he took me out for solo play, because while he was doing his things, the others were playing as a group. That cured him very, very quickly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p></p><p></p><p>The permission to use the character in the campaign is granted the instant the character starts to live in the fantasy world. There is no need to require further permission. The DM is not oging to gimp his game, his world and its history just because one player slammed the door.</p><p></p><p></p><p></p><p>But it's still a collaborative game amongst friends, and the intent is not to hurt your friends, nothing more.</p><p></p><p></p><p></p><p>Then why do you insist on transforming rulings into rules ? So that you can break them later ? :[p</p><p></p><p></p><p></p><p>Because there is a difference between really destroying someone else's fun and just messing around a bit. The DM does it all the time, putting the characters in dangerous situations, messing around with them, etc. We just want the same limits from one player to the next.</p><p></p><p>The example that I've given you about planning is that if 4 players enjoy planning, and one find it boring, the "bored" guy will at least let the others to a bit of planning before doing something where all hell breaks loose. And the others will understand that too, realise that they had been planning for too long anyway, and respect what the needs of the other player.</p><p></p><p></p><p></p><p>And that is exactly what we want to avoid, since it's the route of Matt Colville's wangrods. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>It still happens now and then with our group, but it's the exception rather than the norm.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8522060, member: 7032025"] It is a table rule (at all our tables), that players think about other players when choosing their actions. Not the characters, the players, so people are mindful of each other. It does not preclude characters acting like jerks, just the players acting like jerks. And if you don't abide by this table rule, then just don't play. We have moments too, but possibly more collective ones. And we have rebels too, it's just the characters, as long as it amuses the players. I'm not sure it's a question of "seriously", it's a question of involvement. It's still a game, and we take it like that, but immersion is nice as long as it's not a source of conflict. And we accept that this is going to happen too, but we just do some efforts to keep it minimal. Not only does it mean that you play more, it also means that you play better (in the sense of the quality that you get back from the game), because you don't have time when you are connected and no-one else is. It's not my experience, there are DM hoggers and people always scheming behind the others back, and the only counter to that if the DM does not balance things out is to start scheming as well, therefore lowering again the quality of play for the others. I had one such player (at least one who was worse than a few others at our tables), so for a few sessions, I had him sit outside five minutes for every minute that he took me out for solo play, because while he was doing his things, the others were playing as a group. That cured him very, very quickly. :p The permission to use the character in the campaign is granted the instant the character starts to live in the fantasy world. There is no need to require further permission. The DM is not oging to gimp his game, his world and its history just because one player slammed the door. But it's still a collaborative game amongst friends, and the intent is not to hurt your friends, nothing more. Then why do you insist on transforming rulings into rules ? So that you can break them later ? :[p Because there is a difference between really destroying someone else's fun and just messing around a bit. The DM does it all the time, putting the characters in dangerous situations, messing around with them, etc. We just want the same limits from one player to the next. The example that I've given you about planning is that if 4 players enjoy planning, and one find it boring, the "bored" guy will at least let the others to a bit of planning before doing something where all hell breaks loose. And the others will understand that too, realise that they had been planning for too long anyway, and respect what the needs of the other player. And that is exactly what we want to avoid, since it's the route of Matt Colville's wangrods. :) It still happens now and then with our group, but it's the exception rather than the norm. [/QUOTE]
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