I would have done the same thing, DM-wise. He was playing SO out of character that I would have deducted him EXP as a punishment for it. How often does he do this? It seems as though all he focuses on his upgrading his equipment and abilities. SMITE HIM!Arthur Tealeaf said:Now, the first thing one player tells me is this: He wants to walk through half the city, alone, in the storm,
*snip*
I saw it as bad roleplaying, and didn't allow it. It actually felt kind of good!
David Argall said:This midnight wandering looks to be bad rollplay, but bad roleplay? On the evidence at hand, it could be entirely in character. The character would be impulsive, not very prone to thinking things out, into instant gradification over later rewards, and likely not too sane, but I wouldn't be too surprised if that describes the player too.
Now on rollplay grounds of not wanting to deal with a split party, you might justify forbidding the action, but it's not that easy to justify it on poor roleplay grounds.
[And the fact we disagree here is a good reason to be very careful about forbidding anything as out of character.]
Emiricol said:
*I* would tell that DM that your PC is not under his control. At all. Ever.
Chimera said:Good God. Remind me not to play with most of you.
The stick doesn't belong there.
Pielorinho said:Arthur, that's adifficult situation you describe, but I do think that I would've let the character go out if the player really, really wanted to. First I would've made sure the player understood what was going on:
"Uh, you can go out if you want. But all the stores you've passed have been boarded up, and there's a tremendous thunderstorm out, and there are these inquisitors wandering the street who seem to be looking for someone to imprison and torture, and even if you find a shop to purchase a bow, you don't know if you can get back to the tavern in time. Your character would give himself less than even odds of ending the night outside of prison. Are you sure you want to do this?"
If the player wants to do this after you've given him your best warning, go for it: character motivations are strange, and sometimes foolish choices lead to good scenes. You could give the character the opportunity to make several hide checks to avoid the inquisitors, and if he fails, you get a fun chase scene through the streets. If he gets captured, the other PCs have to figure out what happened and decide whether to risk a rescue attempt. If they don't risk a rescue attempt, you get to shrug apologetically at the player of the foolish character and hand him 3d6.
Daniel