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DM - Adversarial or Permissive?
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<blockquote data-quote="Hussar" data-source="post: 5834825" data-attributes="member: 22779"><p>No, you are not doing it wrong.</p><p></p><p>However, that being said, the "arrest" scenario is a fate worse than death to most players and will almost always draw very strong reactions. For one thing, if the player does go along with it, he's going to be arrested, his weapons taken away (another fate worse than death to most players) and sidelined in the game until such time as he's out of jail.</p><p></p><p>It is almost worse than death really. The player doesn't know if he will actually be freed or not, so, he might wind up warming the pines during game time for an indeterminate length of time only to discover that it really wasn't worth the wait, he's out of the game anyway. He should have just hung himself with his own belt (or rather his character should have) and he could have spent that time making a new character and getting back into the game.</p><p></p><p>Taking PC's prisoner is extremely difficult. The fact that he realistically has no choice in what he can do - if he flees, he loses his character, if he fights, he loses his character, if he tries to talk, well, how often does talking to the cop get you out of rape charges? - and the player is going to get antsy in a hurry.</p><p></p><p>I'd chalk this one up to the scenario. "Take PC prisoner" scenarios have a habit of going pear shaped regardless of how good the DM is. Possibly a solution here would be to stop the game, take a break for a second, pull the player aside and just explain to him, out of character, what's going on. Sure, it's immersion breaking, but, a player having a fit because there is just no way he's going to get brought in is even more immersion breaking. It's the lesser of two evils.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5834825, member: 22779"] No, you are not doing it wrong. However, that being said, the "arrest" scenario is a fate worse than death to most players and will almost always draw very strong reactions. For one thing, if the player does go along with it, he's going to be arrested, his weapons taken away (another fate worse than death to most players) and sidelined in the game until such time as he's out of jail. It is almost worse than death really. The player doesn't know if he will actually be freed or not, so, he might wind up warming the pines during game time for an indeterminate length of time only to discover that it really wasn't worth the wait, he's out of the game anyway. He should have just hung himself with his own belt (or rather his character should have) and he could have spent that time making a new character and getting back into the game. Taking PC's prisoner is extremely difficult. The fact that he realistically has no choice in what he can do - if he flees, he loses his character, if he fights, he loses his character, if he tries to talk, well, how often does talking to the cop get you out of rape charges? - and the player is going to get antsy in a hurry. I'd chalk this one up to the scenario. "Take PC prisoner" scenarios have a habit of going pear shaped regardless of how good the DM is. Possibly a solution here would be to stop the game, take a break for a second, pull the player aside and just explain to him, out of character, what's going on. Sure, it's immersion breaking, but, a player having a fit because there is just no way he's going to get brought in is even more immersion breaking. It's the lesser of two evils. [/QUOTE]
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