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Evil character in the party
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<blockquote data-quote="iserith" data-source="post: 6503455" data-attributes="member: 97077"><p>It sounds like you didn't have a <a href="http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4167196" target="_blank">Session Zero</a> or have <a href="http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4173521" target="_blank">players make characters together</a> to fit a particular agreed-upon party premise. These are both ways to avoid the issues you're beginning to see in your game. It's never too late, by the way, to have a discussion to get everyone on the same page before moving forward.</p><p></p><p>One thing I would address with your group is to take a look at the "goals of play," the "win conditions" if you will, for D&D 5e as outlined on page 2 of the Basic Rules. Paraphrased, no matter what else occurs, if you have a good time and create a memorable, exciting story as a result of play, you win! It stands to reason that if you don't achieve those two goals of play, you lose (sad face). So as players and DMs, when it comes to making a decision or presenting some elements of the game (or making an adjudication), we have to ask ourselves: "Is this going to lead to a good time for everyone at the table?" and "Is this going to help create an exciting, memorable story as a result of play?" If the answer to either of those question is "No," then the decision we're contemplating <em>isn't good enough</em> and we should do something else instead.</p><p></p><p>When we think of things this way, it's simply not enough to do "what my character 'would' do." It's not enough to choose the most efficacious, optimal tactic or strategy. It's not enough to, as DM, mete out logical, but boring consequences or to adhere to the rules no matter what. Those things <em>might</em> lead to a good time and the creation of a memorable, exciting story, but it's often just as likely that they <em>won't</em>. So your friend who is playing the evil rogue needs to think about this with regard to her actions and decisions and behave accordingly. "Is it fun for everyone else when I don't contribute to the battle? Does it create an exciting, memorable story when I wander off and steal loot for myself?" Because it sure doesn't sound like it.</p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="iserith, post: 6503455, member: 97077"] It sounds like you didn't have a [URL="http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4167196"]Session Zero[/URL] or have [URL="http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4173521"]players make characters together[/URL] to fit a particular agreed-upon party premise. These are both ways to avoid the issues you're beginning to see in your game. It's never too late, by the way, to have a discussion to get everyone on the same page before moving forward. One thing I would address with your group is to take a look at the "goals of play," the "win conditions" if you will, for D&D 5e as outlined on page 2 of the Basic Rules. Paraphrased, no matter what else occurs, if you have a good time and create a memorable, exciting story as a result of play, you win! It stands to reason that if you don't achieve those two goals of play, you lose (sad face). So as players and DMs, when it comes to making a decision or presenting some elements of the game (or making an adjudication), we have to ask ourselves: "Is this going to lead to a good time for everyone at the table?" and "Is this going to help create an exciting, memorable story as a result of play?" If the answer to either of those question is "No," then the decision we're contemplating [I]isn't good enough[/I] and we should do something else instead. When we think of things this way, it's simply not enough to do "what my character 'would' do." It's not enough to choose the most efficacious, optimal tactic or strategy. It's not enough to, as DM, mete out logical, but boring consequences or to adhere to the rules no matter what. Those things [I]might[/I] lead to a good time and the creation of a memorable, exciting story, but it's often just as likely that they [I]won't[/I]. So your friend who is playing the evil rogue needs to think about this with regard to her actions and decisions and behave accordingly. "Is it fun for everyone else when I don't contribute to the battle? Does it create an exciting, memorable story when I wander off and steal loot for myself?" Because it sure doesn't sound like it. Good luck. [/QUOTE]
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