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<blockquote data-quote="Zelda Themelin" data-source="post: 5842932" data-attributes="member: 167"><p>I used to have "rule" if you split group you will die. Basicly it meant quilty party would end to nasty monsters of place alone and end up as something to be found and looted by other players. Worked very well. Of course those games were hack-slash, with some pvp elements (mostly concerning re-possessions of dead/raised party member's property especially since it was always that same guy).</p><p></p><p>Those were times character creation was really fast, and background consisted of "I am adventurer, greedy, want loot". New characters were often exact copies than last one, only stats re-rolled. Same class, same name, maybe with II to it.</p><p></p><p>Problem with splitting party concequenses tend to evolve when you move from simple gaming to lands of plot/story. Also splitting party motivations change. We get solo-game loving "mysterious characters sitting in corner" (my cure was leave them sitting in corner usually). The trend was shortlived. I still dispise solo game within group game. It's terrible unpolite. I still insist on secret note exchange or very short discussions. If "solo thing" doesn't take too much attention, I allow it and run game for rest of the group. While off-player either silently watches or goes to other room.</p><p></p><p>If pc willingly chooses something "boring" to be handwaved and is ok that something interesting happens meanwhile I allow it. </p><p></p><p>However then there is other motivations than usual "crafting/training/seling loot times". Those are rebellions, when some pc (not always the solo-game loving one) comes into conclusion he really dislikes or finds the plot boring. In this case it might just be an off-day. Or it might be preferance. Later doesn't go away. Player might actually like most stuff about that game except for that "latest plot". That's problem with story-heavy games, there is more opinions that need to be entertained.</p><p></p><p>When it was just about killing monsters and getting their loot people playing knew what they were going to get and were there for it. </p><p></p><p>Almost every player hated dm playing their character. Time to do away with some bad habits is before game "no evil characters, no "thisthisthis" in game. Everyone ok with that?" Once you have settled it, that should be as steady judgement than any mathematical rule. You can't change you mind in middle of gaming. And yes if some real issue comes that is better to clear during the game, stop the game and clear it. Social character behavior problems and issues of problematic rulings can both cause grief and can be fixed pretty same way. Unless it's player that have the issues.</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 5842932, member: 167"] I used to have "rule" if you split group you will die. Basicly it meant quilty party would end to nasty monsters of place alone and end up as something to be found and looted by other players. Worked very well. Of course those games were hack-slash, with some pvp elements (mostly concerning re-possessions of dead/raised party member's property especially since it was always that same guy). Those were times character creation was really fast, and background consisted of "I am adventurer, greedy, want loot". New characters were often exact copies than last one, only stats re-rolled. Same class, same name, maybe with II to it. Problem with splitting party concequenses tend to evolve when you move from simple gaming to lands of plot/story. Also splitting party motivations change. We get solo-game loving "mysterious characters sitting in corner" (my cure was leave them sitting in corner usually). The trend was shortlived. I still dispise solo game within group game. It's terrible unpolite. I still insist on secret note exchange or very short discussions. If "solo thing" doesn't take too much attention, I allow it and run game for rest of the group. While off-player either silently watches or goes to other room. If pc willingly chooses something "boring" to be handwaved and is ok that something interesting happens meanwhile I allow it. However then there is other motivations than usual "crafting/training/seling loot times". Those are rebellions, when some pc (not always the solo-game loving one) comes into conclusion he really dislikes or finds the plot boring. In this case it might just be an off-day. Or it might be preferance. Later doesn't go away. Player might actually like most stuff about that game except for that "latest plot". That's problem with story-heavy games, there is more opinions that need to be entertained. When it was just about killing monsters and getting their loot people playing knew what they were going to get and were there for it. Almost every player hated dm playing their character. Time to do away with some bad habits is before game "no evil characters, no "thisthisthis" in game. Everyone ok with that?" Once you have settled it, that should be as steady judgement than any mathematical rule. You can't change you mind in middle of gaming. And yes if some real issue comes that is better to clear during the game, stop the game and clear it. Social character behavior problems and issues of problematic rulings can both cause grief and can be fixed pretty same way. Unless it's player that have the issues. [/QUOTE]
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