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<blockquote data-quote="Turhan" data-source="post: 2473516" data-attributes="member: 21856"><p>Good morning, Hey Elf Witch and Wormwood- either of you'd be welcome in our group, though the commute to Alaska is a bit long.... We are having a small issue with one player telling another how to play his character, but we all see the problem, and know how to fix it (just apologize and start the scene over). Seldom does anything like this come up however, so we were all surprised last week, even the guy doing the telling (he's a bit sheepish right now). </p><p>I DM now but it used to be another old hand, and he sometimes injects a little DM-ish info to or on his character, but it seldom bothers the group, and until this week never caused a problem.</p><p> In your case Elf W, you may have a harder issue, since some of the others don't acknowledge a problem. Maybe you could pull the DM aside and make sure they know that even if no one else agrees, You do feel there's a problem and let them know how big it is. Is it really ruining your fun? Does the cautious plotter almost always make the game less than what you want? Express those concerns and see if the DM can help you meet half way with the plotter or if once in a while you can have small encounters where planning goes by the wayside right away. (Once in a while I ambush the PC's on their way to the Adventure.)</p><p></p><p>Our group always plans too, even when I play instead of DM, but we all know that the plan falls apart when the first sword is drawn. Whoever is DMing generally has some reserve baddies to toss out to rearrange the battle field or a big monster is drawn by the noise of battle. We learned that at a certain point you make a basic plan and allow for flexibility then just step boldly into the breach. Risks are important, and even a death can be reversed with dnd magic- it just takes time and money. We invest a lot in our PC's but without risk, the fun is minimized.</p><p></p><p>Also, I've dealt with a "bullyiish" player before, but our current group of old geezers spends a lot more time with non optimal characters. He was a rules lawyer, a treasure hoarder and a power gamer with no regard for the safety of other characters. (It was a joke for a new player to follow him into a room only to be abandonded to the orc horde.) Then we all pulled the new kid aside and apologized, but warned him about the Danger Dwarf. (Oh yeah, the rest of us always rescued the new kid.) Never the less, we always let people make their own choices, and each character was "required" to act according to his own conscience, tempered by the need to be a team player.</p><p></p><p>We tend to the hack and slash side of things, but try to do it 'in character.' There are times when even our hard line chop n kill fighter stops and talks to people who may have info- not everyone has to die, and as a DM I enforce the rule that if you kill everyone, you won't have many friends. Sometimes the characters have to be kind and be good unless they want to make their quest harder than necessary. The thing is, if everyone your group comes into contact with ends up dead, even if there are no living witnesses, sooner or later the group gets rep for being jinxed and local folk hear about you and shy away nervously.</p><p></p><p>My advice is, simply play as You and your character believe the role should be played. Sometimes you will think caution and planning is good, but sometimes, just like in real life, you realize that you don't need a seven layer, triple back up plan just to go get a loaf of bread at the store (or to dive into the barrow and fetch out that one special trinket).</p><p></p><p>Finally, make it a point to have fun in every game. Do something in every encounter that makes you, and others, remember your character's actions: leave some gold on the counter for the bar tender, give a lad a nice dagger you picked up and tell him some bit of wisdom, stop and help the washer-goblin carry the laundry up to the inn, or use a party item's special power to undo something evil that you feel should be undone (like raise the mercenary the other fella just killed, and then give him a jewel and an apology).</p><p>Good luck and good gaming,</p><p></p><p>Sorry for the long post everyone.</p></blockquote><p></p>
[QUOTE="Turhan, post: 2473516, member: 21856"] Good morning, Hey Elf Witch and Wormwood- either of you'd be welcome in our group, though the commute to Alaska is a bit long.... We are having a small issue with one player telling another how to play his character, but we all see the problem, and know how to fix it (just apologize and start the scene over). Seldom does anything like this come up however, so we were all surprised last week, even the guy doing the telling (he's a bit sheepish right now). I DM now but it used to be another old hand, and he sometimes injects a little DM-ish info to or on his character, but it seldom bothers the group, and until this week never caused a problem. In your case Elf W, you may have a harder issue, since some of the others don't acknowledge a problem. Maybe you could pull the DM aside and make sure they know that even if no one else agrees, You do feel there's a problem and let them know how big it is. Is it really ruining your fun? Does the cautious plotter almost always make the game less than what you want? Express those concerns and see if the DM can help you meet half way with the plotter or if once in a while you can have small encounters where planning goes by the wayside right away. (Once in a while I ambush the PC's on their way to the Adventure.) Our group always plans too, even when I play instead of DM, but we all know that the plan falls apart when the first sword is drawn. Whoever is DMing generally has some reserve baddies to toss out to rearrange the battle field or a big monster is drawn by the noise of battle. We learned that at a certain point you make a basic plan and allow for flexibility then just step boldly into the breach. Risks are important, and even a death can be reversed with dnd magic- it just takes time and money. We invest a lot in our PC's but without risk, the fun is minimized. Also, I've dealt with a "bullyiish" player before, but our current group of old geezers spends a lot more time with non optimal characters. He was a rules lawyer, a treasure hoarder and a power gamer with no regard for the safety of other characters. (It was a joke for a new player to follow him into a room only to be abandonded to the orc horde.) Then we all pulled the new kid aside and apologized, but warned him about the Danger Dwarf. (Oh yeah, the rest of us always rescued the new kid.) Never the less, we always let people make their own choices, and each character was "required" to act according to his own conscience, tempered by the need to be a team player. We tend to the hack and slash side of things, but try to do it 'in character.' There are times when even our hard line chop n kill fighter stops and talks to people who may have info- not everyone has to die, and as a DM I enforce the rule that if you kill everyone, you won't have many friends. Sometimes the characters have to be kind and be good unless they want to make their quest harder than necessary. The thing is, if everyone your group comes into contact with ends up dead, even if there are no living witnesses, sooner or later the group gets rep for being jinxed and local folk hear about you and shy away nervously. My advice is, simply play as You and your character believe the role should be played. Sometimes you will think caution and planning is good, but sometimes, just like in real life, you realize that you don't need a seven layer, triple back up plan just to go get a loaf of bread at the store (or to dive into the barrow and fetch out that one special trinket). Finally, make it a point to have fun in every game. Do something in every encounter that makes you, and others, remember your character's actions: leave some gold on the counter for the bar tender, give a lad a nice dagger you picked up and tell him some bit of wisdom, stop and help the washer-goblin carry the laundry up to the inn, or use a party item's special power to undo something evil that you feel should be undone (like raise the mercenary the other fella just killed, and then give him a jewel and an apology). Good luck and good gaming, Sorry for the long post everyone. [/QUOTE]
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