It isn't though. There's nothing "highly" abstract or "abstruse" about it. It's just a simple imaginary red flag.And yet the third definition on Mirriam Webster says "highly abstract or abstruse see:Theoretical" which seems to fit the idea @HammerMan was trying to get across.
if it is story that would be fun for all I wouldn't. However the table has to balance everyone's fun so I can't make the story dove tail to 2/5ths the party at the expense of 3/5thsWhen players just hand you story material on a silver platter like this, why on earth would you turn it down?!
it wont if the players can be civil adult and mature... however it also can't be the take over plot. I would of course bring the idea to the table... but I wouldn't let two players stumble into "I used to be Black staff's apprentice and he is like a father to me" and "I hate blackstaff and want him thrown out of the masked lords and maybe even dead" because they bothmade characters not knowing.But I wouldn't let it go to waste!
wait what do you mean by 3 don't. I would assume if 2 have fleshed out back stories most likely (and almost for sure in my group) all 5 will Now I have 5 story ideas, 3 working togather and 2 'rpoud nails' standing out. why focus on the conflicting players especially if they didn't work on it togather?If 2 players come up with story ideas and the other 3 don't then why not run with what the 2 have going?
but do they WANT to has to come into it... 6 people sitting around the table, each MUST be given equal weight. I wouldn't let 1 player write themselves as the star I am not going to let 2 write themselves as the main conflict.... this is totally we need all 6 to buy in not 2 of 6 (the 6th being the DM)The DM doesn't really figure in here; she just runs with what the players give her to work with and, ideally, puts her own story ideas to the side if-when player-driven story can take over. And it's not like the other 3 players, via their characters, can't get involved; even if it's just to laugh at these two fighting over a silly little local Baron when there's an evil King needs dealing with in the big city out west.![]()
not only do I think the DM has a place, I think every person at the table has a place. If 2 players going against each other sounds fun... cool role with it. if it doesn't then you tell them to knock it off and make characters that will fit at the table.If I'm the DM and I've made a world with - among other things - a town and a Baron who rules that town, how can I possibly complain if two players produce characters who come with built-in means of and reasons for interacting with one of those elements, and with each other? I build the setting, but I don't dictate how the players, via their characters, interact with it. Further, I-as-DM have no place dictating how PCs interact with each other.
well anything helps... if you are really into physics that could help, but so could history or even archtecture... in general we all bring something to the table... even the teens with little educationTruth be told, at least a basic grounding in physics can be really handy when it comes to designing settings, adventures, and the like.![]()
I think you're assuming that this conflict would somehow force the Baron into being the centerpiece of the story for at least a while. This doesn't have to be the case.if it is story that would be fun for all I wouldn't. However the table has to balance everyone's fun so I can't make the story dove tail to 2/5ths the party at the expense of 3/5ths
This is my baseline assumption.it wont if the players can be civil adult and mature...
Their stumbling into this conflict, rather than it being something pre-planned, is what makes it great!however it also can't be the take over plot. I would of course bring the idea to the table... but I wouldn't let two players stumble into "I used to be Black staff's apprentice and he is like a father to me" and "I hate blackstaff and want him thrown out of the masked lords and maybe even dead" because they bothmade characters not knowing.
Long experience tells me I'll be lucky to have one PC whose player has fleshed out its motivations to that extent before (or as) play begins. Having two - and better yet, having those two sets of motivations be related even if opposed - would be super cool, either as player or DM.wait what do you mean by 3 don't. I would assume if 2 have fleshed out back stories most likely (and almost for sure in my group) all 5 will Now I have 5 story ideas, 3 working togather and 2 'rpoud nails' standing out. why focus on the conflicting players especially if they didn't work on it togather?
Just like the DM has to roll with what the players give her, and oftentimes the players have to roll with what the DM gives them, it's somewhat also on the players to roll with what they give each other.but do they WANT to has to come into it... 6 people sitting around the table, each MUST be given equal weight. I wouldn't let 1 player write themselves as the star I am not going to let 2 write themselves as the main conflict.... this is totally we need all 6 to buy in not 2 of 6 (the 6th being the DM)
not only do I think the DM has a place, I think every person at the table has a place. If 2 players going against each other sounds fun... cool role with it. if it doesn't then you tell them to knock it off and make characters that will fit at the table.
As long as the rest of the party isn't sitting twiddling their thumbs for 30+ minutes, individuality is okay. Side quests, stories, secrets and the like are fine, so long as no one is hogging the spotlight or causing someone else's player actual misery.In an unrelated thread @ECMO3 and I got into it a little over character individuality vs party unity; and to avoid derailing that thread any further I'll start this one instead, with a series of questions to get things going:
The question is this: to what extent are PCs allowed to be individuals both in thought and deed, with their own agendae, goals, etc. that may or may not confilct with those of other PCs?
Or to flip it around: to what extent are the PCs expected to repress their individuality in favour of party cohesiveness, following plans, getting along, and so forth?
From another angle: is it a built-in table expectation that your PC can always trust someone else's PC? (and if so, why?)
To flip that last one around: are PCs allowed to be untrustworthy with regards to other PCs but not to the extent of outright PvP? Can a PC be a spy for the party's enemy, for instance?
I'll leave these for others to answer, then chime in with my own thoughts later.
Well, if the players can't handle in-game intra-PC conflict, that's a different matter and I agree, it should be avoided in that case. But it doesn't have to be that way for all groups of players.As long as the rest of the party isn't sitting twiddling their thumbs for 30+ minutes, individuality is okay. Side quests, stories, secrets and the like are fine, so long as no one is hogging the spotlight or causing someone else's player actual misery.
I do not, however, allow anything where the party might come to blows among itself - so, actively working for the bad guy is generally out - but perhaps they did work for the bad guys in the past (but there's no chance of them really going back).
It's hard enough to get folks together for a biweekly game; having them walk out mad at each other over an internecine combat is unacceptable.
I agree, I've seen tables that have made games work with evil players and/or groups.Well, if the players can't handle in-game intra-PC conflict, that's a different matter and I agree, it should be avoided in that case. But it doesn't have to be that way for all groups of players.
You do you, of course. I will say that conflict, even physical conflict, between PCs shouldn't require either or both PCs to be evil. See: the first act of every super hero team-up.I agree, I've seen tables that have made games work with evil players and/or groups.
I don't want to deal with it in my D&D though. I'm fine with it if we've agreed to play something like V:tM or Fiasco or other games, but I just don't like to play that way with D&D.
I understand characters don't have to be evil to be at each other's throats. I just use "no evil PC's" (and PCs who become evil into NPCs) to make it clear I don't want those shennanigins in my game. Too many past instances of players using the "because I'm evil (or Chaotic Crazy)" to dick over others at the table, and I don't want to give anyone opportunity to start in my games. As an aside, I don't allow Lawful Stupid either.You do you, of course. I will say that conflict, even physical conflict, between PCs shouldn't require either or both PCs to be evil. See: the first act of every super hero team-up.