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Character play vs Player play
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<blockquote data-quote="iserith" data-source="post: 6621216" data-attributes="member: 97077"><p>On the subject of "disruptive" characters, here's something to consider:</p><p></p><p>We as players have particular overriding goals which exist outside of our characters and a responsibility to the group. Specifically, as the Basic Rules put it, our goal is to ensure that the group has an entertaining time playing and that as a result of playing an exciting, memorable story is created, even when we fail to achieve our characters' goals, even when the characters die. Do this and we "win" at D&D.</p><p></p><p>If we play our characters in such a way that someone else isn't having an entertaining time or the story that arises as a result of our characters' actions isn't exciting and memorable, we may cause the group to fail to achieve the goals of play. We will effectively "lose" at D&D.</p><p></p><p>So if we're the upright paladin or the chaotic-neutral psychopath, we are well-advised to figure out a way to play those characters in a way that helps the group achieve the goals of play. And that's very possible when we evolve past "What would my character do?" and start thinking along the lines of "What would my character do <em>that is also entertaining, exciting, and memorable for everyone?"</em> But if we're not equal to the task or think that it's everyone else's problem to deal with a defective adventurer in their midst, then it's probably a good idea for us to bring another character to the table.</p></blockquote><p></p>
[QUOTE="iserith, post: 6621216, member: 97077"] On the subject of "disruptive" characters, here's something to consider: We as players have particular overriding goals which exist outside of our characters and a responsibility to the group. Specifically, as the Basic Rules put it, our goal is to ensure that the group has an entertaining time playing and that as a result of playing an exciting, memorable story is created, even when we fail to achieve our characters' goals, even when the characters die. Do this and we "win" at D&D. If we play our characters in such a way that someone else isn't having an entertaining time or the story that arises as a result of our characters' actions isn't exciting and memorable, we may cause the group to fail to achieve the goals of play. We will effectively "lose" at D&D. So if we're the upright paladin or the chaotic-neutral psychopath, we are well-advised to figure out a way to play those characters in a way that helps the group achieve the goals of play. And that's very possible when we evolve past "What would my character do?" and start thinking along the lines of "What would my character do [I]that is also entertaining, exciting, and memorable for everyone?"[/I] But if we're not equal to the task or think that it's everyone else's problem to deal with a defective adventurer in their midst, then it's probably a good idea for us to bring another character to the table. [/QUOTE]
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