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Forked Thread: Dealing with sociopathic PCs (Was: Stop being so paranoid)
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<blockquote data-quote="Masada" data-source="post: 4496310" data-attributes="member: 19339"><p>Let me sum up...</p><p></p><p>You start by introducing a situation where players are roleplaying murderous slayers. You then propose to teach them a lesson by a long campaign of greater and greater negative consequences mostly based on the idea that a game of murderous slayers isn't what you want the players to be. Rather than any out of game discussion, you instead propose session after session of degrading circumstances where the PC's ultimately perish in darkness--perhaps even shedding a tear as they bitterly crumple their character sheets. But the players are ultimately grateful for the life lesson you have taught them.</p><p></p><p>While this may work out well in a church fable... I don't think this has anything to do with teaching good roleplay. Roleplay is just taking on a persona to act out in a game... there is no implied "goodness" to the role. Some murderous slayers are facinating characters. What seems contested here is that the players and the DM are playing two different games. The DM is conducting a class in morals and the players are goofing around trying to have fun--arguably at the DM's expense.</p><p></p><p>My assumption here is that the ideal situation would be for the DM and the players to play the same game. That can be mostly quickly achieved by an out-of-game re-discussion of the campaign style the DM had in mind. The lesson is still learned, the players refocus on being good guys, the DM doesn't have to ditch his planned plot for an impromptu ethics class, and joy is restored to the game table. All in the span of 1-2 games sessions.</p><p></p><p>But hey... fight the good fight... teach all the life lessons you think need to be taught. I'm sure someone goes for the "slow decent in to darkness" campaign. I'll be taking the faster route to the happy game, thanks.</p></blockquote><p></p>
[QUOTE="Masada, post: 4496310, member: 19339"] Let me sum up... You start by introducing a situation where players are roleplaying murderous slayers. You then propose to teach them a lesson by a long campaign of greater and greater negative consequences mostly based on the idea that a game of murderous slayers isn't what you want the players to be. Rather than any out of game discussion, you instead propose session after session of degrading circumstances where the PC's ultimately perish in darkness--perhaps even shedding a tear as they bitterly crumple their character sheets. But the players are ultimately grateful for the life lesson you have taught them. While this may work out well in a church fable... I don't think this has anything to do with teaching good roleplay. Roleplay is just taking on a persona to act out in a game... there is no implied "goodness" to the role. Some murderous slayers are facinating characters. What seems contested here is that the players and the DM are playing two different games. The DM is conducting a class in morals and the players are goofing around trying to have fun--arguably at the DM's expense. My assumption here is that the ideal situation would be for the DM and the players to play the same game. That can be mostly quickly achieved by an out-of-game re-discussion of the campaign style the DM had in mind. The lesson is still learned, the players refocus on being good guys, the DM doesn't have to ditch his planned plot for an impromptu ethics class, and joy is restored to the game table. All in the span of 1-2 games sessions. But hey... fight the good fight... teach all the life lessons you think need to be taught. I'm sure someone goes for the "slow decent in to darkness" campaign. I'll be taking the faster route to the happy game, thanks. [/QUOTE]
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Forked Thread: Dealing with sociopathic PCs (Was: Stop being so paranoid)
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