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Do you trust the people you game with?
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<blockquote data-quote="ThoughtBubble" data-source="post: 749746" data-attributes="member: 9723"><p><strong>Make it hard on me why don't you?</strong></p><p></p><p>I think I'm going to have to puzzle out what my vote should be as I write this. </p><p></p><p>My gut reaction was to say that I trust my group 100%. After all, I wouldn't play with someone I don't trust. I don't need to check their rolls, I don't need to double check their inventory, or the results of a turning check. They're not cheaters. They're honest about this stuff even when it hurts.</p><p></p><p>But, on the other hand, "Do you trust them to create characters that will be fun for them and for everyone?" And while I want to say yes, that's blatantly false. The characters that this group played in my last session made me swear off DMing for 4 months. </p><p></p><p>We could probablly go by stat selection, and this group would work out ok. No one would play ridiculous games with it. </p><p></p><p>I trust them to be honest, but I don't trust them to play the game. They've got this issue where I have to get out and motivate their characters. The house rules have started coming in allready, no PH at the table, and each rule helps alot. </p><p></p><p>I trust them to be honest. I could give them a guideline for character creation, never see thier sheets and be fine. They could use online suppliments, and prestige classes, and it'd be ok they wouldn't choose anything too crazy. They could make their own spells and items without me involved, and it'd be ok. But I don't trust them to play a character, I have to have a whole series of "you're out of the campaign if you do..." threats lined up. I don't trust them to think on their own, I need guys around to give them orders to have them do anything. I don't trust about half of them to get any better, because the mere suggestion that they might have room for improvement ends up in an hour long argument.</p><p></p><p>Hm. Then theres the campaign I play in. I trust all but one of the other players. Again, he's fine on dice rolls, but he purposely designed a worthless character. He plays the character as worthless, and every time we get into a decent IC discussion he drops out of character, or makes a dumb joke.</p><p></p><p>The DM, I trust him to try his best, and not fudge any rolls to kill us. But I also trust that I'm going to get ripped off on what my skills can do. I trust that 40% of our sessions will be us wandering around in the desert walking back to civilization. And I trust that despite my best efforts to the contrary, the role-playing opertunities will stay few and shallow, and most of the decisions we're able to make (aside from purchases) will be moot.</p><p></p><p>So, where does that fall in?</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 749746, member: 9723"] [b]Make it hard on me why don't you?[/b] I think I'm going to have to puzzle out what my vote should be as I write this. My gut reaction was to say that I trust my group 100%. After all, I wouldn't play with someone I don't trust. I don't need to check their rolls, I don't need to double check their inventory, or the results of a turning check. They're not cheaters. They're honest about this stuff even when it hurts. But, on the other hand, "Do you trust them to create characters that will be fun for them and for everyone?" And while I want to say yes, that's blatantly false. The characters that this group played in my last session made me swear off DMing for 4 months. We could probablly go by stat selection, and this group would work out ok. No one would play ridiculous games with it. I trust them to be honest, but I don't trust them to play the game. They've got this issue where I have to get out and motivate their characters. The house rules have started coming in allready, no PH at the table, and each rule helps alot. I trust them to be honest. I could give them a guideline for character creation, never see thier sheets and be fine. They could use online suppliments, and prestige classes, and it'd be ok they wouldn't choose anything too crazy. They could make their own spells and items without me involved, and it'd be ok. But I don't trust them to play a character, I have to have a whole series of "you're out of the campaign if you do..." threats lined up. I don't trust them to think on their own, I need guys around to give them orders to have them do anything. I don't trust about half of them to get any better, because the mere suggestion that they might have room for improvement ends up in an hour long argument. Hm. Then theres the campaign I play in. I trust all but one of the other players. Again, he's fine on dice rolls, but he purposely designed a worthless character. He plays the character as worthless, and every time we get into a decent IC discussion he drops out of character, or makes a dumb joke. The DM, I trust him to try his best, and not fudge any rolls to kill us. But I also trust that I'm going to get ripped off on what my skills can do. I trust that 40% of our sessions will be us wandering around in the desert walking back to civilization. And I trust that despite my best efforts to the contrary, the role-playing opertunities will stay few and shallow, and most of the decisions we're able to make (aside from purchases) will be moot. So, where does that fall in? [/QUOTE]
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