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Dinosaurs as Animal Companions - Gamebreaker?
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<blockquote data-quote="Raven Crowking" data-source="post: 4006495" data-attributes="member: 18280"><p>Cool. First off, thanks for doing so. That both players had been playing in the campaign from the beginning makes a difference as to the expectations of each. </p><p></p><p></p><p></p><p>I wasn't suggesting that the druid character was breaking the rules/system; I was using an absurd example to counter the argument that the DM doesn't have the right to tell a player what is (or is not) allowed in the world (side argument with Mallus).</p><p></p><p></p><p></p><p>This is a perceptual problem with the campaign world that probably could have been resolved merely by talking with the players. If you had discussed with them where dinosaurs came from, how far away the druid must have travelled to get one, etc. (as player knowledge, not necessarily character knowledge) you might not have had this problem. And the druid's player would know right off the bat that, should Mr. Cuddles suffer an unfortunate demise, he wouldn't be getting another dinosaur without a bit of a trek.</p><p></p><p></p><p></p><p>So, then, there was an element of system breaking, and an element of other-PC upstaging. This might have contributed to the other player's leaving the group as much as the world-expectations reason that the quitting player gave you. Especially if this player had a history of making characters that upstaged the other PCs.</p><p></p><p>When you talked to "Bob", did you also talk to the other players? Did "Sarah" know that "Bob" was happy to tone down his character?</p><p></p><p></p><p></p><p>I'm the first proponent of "Don't play in a game you aren't enjoying", and sometimes it is better to do things other than gaming with friends if your playstyles are a real mismatch. </p><p></p><p>I would still consider sitting down with my players and discussing how they view the campaign world, though. First off, you are likely to glean a lot of adventure seeds from such a discussion. Second off, while communicating about the game is everyone's responsibility, the buck stops with the DM. It might help avoid additional conflicts of this type, as well a jazz up the players' interest in the world (based on a better understanding of each other's thoughts & ideas).</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4006495, member: 18280"] Cool. First off, thanks for doing so. That both players had been playing in the campaign from the beginning makes a difference as to the expectations of each. I wasn't suggesting that the druid character was breaking the rules/system; I was using an absurd example to counter the argument that the DM doesn't have the right to tell a player what is (or is not) allowed in the world (side argument with Mallus). This is a perceptual problem with the campaign world that probably could have been resolved merely by talking with the players. If you had discussed with them where dinosaurs came from, how far away the druid must have travelled to get one, etc. (as player knowledge, not necessarily character knowledge) you might not have had this problem. And the druid's player would know right off the bat that, should Mr. Cuddles suffer an unfortunate demise, he wouldn't be getting another dinosaur without a bit of a trek. So, then, there was an element of system breaking, and an element of other-PC upstaging. This might have contributed to the other player's leaving the group as much as the world-expectations reason that the quitting player gave you. Especially if this player had a history of making characters that upstaged the other PCs. When you talked to "Bob", did you also talk to the other players? Did "Sarah" know that "Bob" was happy to tone down his character? I'm the first proponent of "Don't play in a game you aren't enjoying", and sometimes it is better to do things other than gaming with friends if your playstyles are a real mismatch. I would still consider sitting down with my players and discussing how they view the campaign world, though. First off, you are likely to glean a lot of adventure seeds from such a discussion. Second off, while communicating about the game is everyone's responsibility, the buck stops with the DM. It might help avoid additional conflicts of this type, as well a jazz up the players' interest in the world (based on a better understanding of each other's thoughts & ideas). RC [/QUOTE]
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