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*TTRPGs General
DMs: What are your character pet peeves?
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<blockquote data-quote="kitsune9" data-source="post: 5717984" data-attributes="member: 18507"><p>Here's mine:</p><p></p><p>1. Mr. Anti-social, Lone Wolf MacQuade types. These characters are supposed to be part of the group, but they frequently tag along from a distance, go on their own, or refuse to be part of any group plan. The player in question expects you (as DM) to accommodate time and energy for them when they want go against the flow. At every opportunity, they go on their own and claim it's "being in character".</p><p></p><p>2. The Chaotic****head. This character may list LN as his alignment, but the player refuses to obey any social norms within the setting. The town law requires the character to peace bond their weapons upon entry. "I refuse and attack the guard." The noble expects proper deference when addressing him. "I refuse and demand more money for the mission or I'll attack him." The innkeeper presents a bill for the evening's fare. "I refuse and give him a good thrashing in front of everyone. Hey, who wants to start a bar fight?" These characters get extreme in which they steal from fellow party members or attack them when insulted.</p><p></p><p>3. Pippy Fuzzypinkbottoms, Gnomish Gnome of Kewl Stuff. There is always some player who creates this character for "laughs" when the game we're playing is Ravenloft or Warhammer Fantasy Roleplay. Essentially, this is a character created solely to be completely against the mood and setting of the campaign in general.</p><p></p><p>4. Mr. Short-attention Span. These guys show up to play, but don't want to read handouts or get involved in the backstory of the adventure/ campaign. Their backgrounds often consist of, "I'm an orphan from that big town in the country I live in and I want to kill things." Every NPC is referred to as "that dude that wants us to do stuff." Their approach to playing the campaign is "Let's just kill everything we come across. That should solve the adventure."</p><p></p><p>5. Mr. No. Some players want sandbox games. Some players like railroad games. Most players like something in between. These players want to sit in their rowboat and paddle nowhere. The DM starts the adventure sandbox style and provides a map that shows three interesting locations for the players to go explore. Mr. No just wants to drink. The DM starts the adventure with a hook and says an NPC noble comes to their table with an offer to retrieve an relic from a nearby ruin. Mr. No just yawns and says, "Pass." The DM, frustrated, starts an encounter right in the tavern with assassins attacking some other patrons. Mr. No runs away, goes to the nearest tavern to start drinking again.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5717984, member: 18507"] Here's mine: 1. Mr. Anti-social, Lone Wolf MacQuade types. These characters are supposed to be part of the group, but they frequently tag along from a distance, go on their own, or refuse to be part of any group plan. The player in question expects you (as DM) to accommodate time and energy for them when they want go against the flow. At every opportunity, they go on their own and claim it's "being in character". 2. The Chaotic****head. This character may list LN as his alignment, but the player refuses to obey any social norms within the setting. The town law requires the character to peace bond their weapons upon entry. "I refuse and attack the guard." The noble expects proper deference when addressing him. "I refuse and demand more money for the mission or I'll attack him." The innkeeper presents a bill for the evening's fare. "I refuse and give him a good thrashing in front of everyone. Hey, who wants to start a bar fight?" These characters get extreme in which they steal from fellow party members or attack them when insulted. 3. Pippy Fuzzypinkbottoms, Gnomish Gnome of Kewl Stuff. There is always some player who creates this character for "laughs" when the game we're playing is Ravenloft or Warhammer Fantasy Roleplay. Essentially, this is a character created solely to be completely against the mood and setting of the campaign in general. 4. Mr. Short-attention Span. These guys show up to play, but don't want to read handouts or get involved in the backstory of the adventure/ campaign. Their backgrounds often consist of, "I'm an orphan from that big town in the country I live in and I want to kill things." Every NPC is referred to as "that dude that wants us to do stuff." Their approach to playing the campaign is "Let's just kill everything we come across. That should solve the adventure." 5. Mr. No. Some players want sandbox games. Some players like railroad games. Most players like something in between. These players want to sit in their rowboat and paddle nowhere. The DM starts the adventure sandbox style and provides a map that shows three interesting locations for the players to go explore. Mr. No just wants to drink. The DM starts the adventure with a hook and says an NPC noble comes to their table with an offer to retrieve an relic from a nearby ruin. Mr. No just yawns and says, "Pass." The DM, frustrated, starts an encounter right in the tavern with assassins attacking some other patrons. Mr. No runs away, goes to the nearest tavern to start drinking again. [/QUOTE]
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