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Goals for a party - why should they even go anywhere together?
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<blockquote data-quote="Imaculata" data-source="post: 7059665" data-attributes="member: 6801286"><p>When I explain to my players what I expect of them, I often use Han Solo as an example. Yes, you can play a shady character who shoots first. Yes, you can play a character who isn't very noble. You may not even be all that nice to the rest of the party. But when it comes down to it, you've got their backs. You are basically a good guy.</p><p></p><p>This is especially important in my current pirate campaign. They are all playing pirates, so obviously they are all playing characters that are not that nice, and are breaking the law. They don't have to be kind to their enemies either, and they can be really violent. But in the end, they also have some good in them. They work together as a team, and they are not evil psychopaths. </p><p></p><p>Obviously this isn't the only way to play the game, and I have played with an evil party before. But for newcomers to D&D, I would definitely advise not to allow evil alignments. Not much good comes from it in general.</p><p></p><p></p><p></p><p>This is why a session 0 is so important. You want to get all the players on the same page, so that they all understand that they are expected to create characters that work with the campaign, and with the rest of the party. If one of your players want to play a character that doesn't feel like going on any adventures, just tell him that maybe this isn't the right campaign for that. That is not much to ask for.</p><p></p><p></p><p></p><p>All that is fine. You can play a bit of a rogue, a jerk, a snob, or a Han Solo type. But in the end, you've also got some good in you, and you are loyal to your party.</p><p></p><p></p><p></p><p>Interesting, until one of the other PC's decides your behavior is over the line, and then you get into a party conflict that can disrupt the whole campaign. That is why I put my DM boot firmly down, and kill any such nonsense before it even starts. Just play a character that works with the party and is not a lunatic, please.</p><p></p><p></p><p></p><p>But that doesn't mean it is a good idea to play that sort of character in general. </p><p></p><p>Look, I can understand that it can sometimes be fun to play a weird and/or evil character. I get that. But often it goes wrong, and derails the entire campaign, so I would highly advise against allowing these sorts of characters for a group new to D&D. Just ask them to play normal characters.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7059665, member: 6801286"] When I explain to my players what I expect of them, I often use Han Solo as an example. Yes, you can play a shady character who shoots first. Yes, you can play a character who isn't very noble. You may not even be all that nice to the rest of the party. But when it comes down to it, you've got their backs. You are basically a good guy. This is especially important in my current pirate campaign. They are all playing pirates, so obviously they are all playing characters that are not that nice, and are breaking the law. They don't have to be kind to their enemies either, and they can be really violent. But in the end, they also have some good in them. They work together as a team, and they are not evil psychopaths. Obviously this isn't the only way to play the game, and I have played with an evil party before. But for newcomers to D&D, I would definitely advise not to allow evil alignments. Not much good comes from it in general. This is why a session 0 is so important. You want to get all the players on the same page, so that they all understand that they are expected to create characters that work with the campaign, and with the rest of the party. If one of your players want to play a character that doesn't feel like going on any adventures, just tell him that maybe this isn't the right campaign for that. That is not much to ask for. All that is fine. You can play a bit of a rogue, a jerk, a snob, or a Han Solo type. But in the end, you've also got some good in you, and you are loyal to your party. Interesting, until one of the other PC's decides your behavior is over the line, and then you get into a party conflict that can disrupt the whole campaign. That is why I put my DM boot firmly down, and kill any such nonsense before it even starts. Just play a character that works with the party and is not a lunatic, please. But that doesn't mean it is a good idea to play that sort of character in general. Look, I can understand that it can sometimes be fun to play a weird and/or evil character. I get that. But often it goes wrong, and derails the entire campaign, so I would highly advise against allowing these sorts of characters for a group new to D&D. Just ask them to play normal characters. [/QUOTE]
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