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Having another wizard in the group...does it suck?
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<blockquote data-quote="SirAntoine" data-source="post: 6569029" data-attributes="member: 6731904"><p>I think it should be a basic rule that DM's do accept new players. I know it can be very hard to work up the courage to ask to join a group.</p><p></p><p>If someone doesn't get along with someone else, you work on that. Even that is not grounds for excluding anyone. Only if a problem becomes serious should you consider telling anyone to leave the group.</p><p></p><p>The real-life game is such a great experience in part because of its social interaction. You aren't just sitting at home with your computer. New players may stay for a day, a month, or longer. Your characters can encounter other travelers easily enough. These people can play guest roles, or even henchmen if they just want to see what the game is all about. If they don't want to keep playing, no one should assume it's because they don't like them. Maybe the game itself wasn't to their liking, or they just lost the free time.</p><p></p><p>Being able to play the game is a privilege, and I agree with Iosue that you play at the pleasure of the DM. If the DM wants to invite someone else in, he or she shouldn't be asked to run a separate game just for that person. Let's try to get along, and move ahead together. We'll face any problems together, too.</p><p></p><p>Naturally, there are considerations about who's house it is you're playing at, whether there is enough space for another player, and whether the DM has written an adventure for a particular number of PC's. Perhaps the scenario would lose its intended challenge level if there is another PC, or maybe the adventure is back-story intensive such that a new player would feel more left out and not get a complete picture of the game.</p><p></p><p>In general, another player is a gift. The more players the DM can accommodate, the better. I have seen players be very selfish before. Calling it anti-social is maybe too strong to put it, but accepting a new player even in an impromptu manner is a basic part of the game every DM and every player should be able to handle.</p><p></p><p>You should bear in mind that some players may not be able to find groups in their area, and they may have felt a big need to switch groups if there were problems or if they were rejected.</p></blockquote><p></p>
[QUOTE="SirAntoine, post: 6569029, member: 6731904"] I think it should be a basic rule that DM's do accept new players. I know it can be very hard to work up the courage to ask to join a group. If someone doesn't get along with someone else, you work on that. Even that is not grounds for excluding anyone. Only if a problem becomes serious should you consider telling anyone to leave the group. The real-life game is such a great experience in part because of its social interaction. You aren't just sitting at home with your computer. New players may stay for a day, a month, or longer. Your characters can encounter other travelers easily enough. These people can play guest roles, or even henchmen if they just want to see what the game is all about. If they don't want to keep playing, no one should assume it's because they don't like them. Maybe the game itself wasn't to their liking, or they just lost the free time. Being able to play the game is a privilege, and I agree with Iosue that you play at the pleasure of the DM. If the DM wants to invite someone else in, he or she shouldn't be asked to run a separate game just for that person. Let's try to get along, and move ahead together. We'll face any problems together, too. Naturally, there are considerations about who's house it is you're playing at, whether there is enough space for another player, and whether the DM has written an adventure for a particular number of PC's. Perhaps the scenario would lose its intended challenge level if there is another PC, or maybe the adventure is back-story intensive such that a new player would feel more left out and not get a complete picture of the game. In general, another player is a gift. The more players the DM can accommodate, the better. I have seen players be very selfish before. Calling it anti-social is maybe too strong to put it, but accepting a new player even in an impromptu manner is a basic part of the game every DM and every player should be able to handle. You should bear in mind that some players may not be able to find groups in their area, and they may have felt a big need to switch groups if there were problems or if they were rejected. [/QUOTE]
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Having another wizard in the group...does it suck?
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