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Help Me Convice Someone D&D Isn't Evil
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<blockquote data-quote="Rel" data-source="post: 516484" data-attributes="member: 99"><p>I have a slightly different take on this whole thing. I'm going to leave aside the issue of whether you have a <strong>right</strong> to include D&D in your gaming club and focus on whether it is a good idea from a gaming perspective.</p><p></p><p>Consider for a moment the sheer number of threads where a member of a gaming group talks about a "troublesome" player who causes a certain disruption to the group. A very common (and in my opinion, perfectly valid) response is, "boot the guy or leave the group". But if you are playing under the school-sponsored auspices of the Gaming Club, do you have that option? I don't know the answer, but I think it is a valid question.</p><p></p><p>It seems you could especially encounter problems if the player is not being abusive to the other players or acting completely disruptive, but instead just has a play style that you find annoying or that isn't compatible with the rest of the group. Do you just have to live with it no matter how annoying it makes your game? Can you exclude that player without running afoul of the club's sponsor or the administration?</p><p></p><p>See, I like for my hobbies to be as enjoyable as possible and this means participating in them with people who will enhance the experience, or at least not detract from it. For example, I scuba dive. I've been on plenty of dive trips where there were people along who behaved in a manner that detracted from the experience, from the guy who just couldn't stop bragging endlessly about his expensive new gear to some people who were just dangerous (especially to themselves). So, as much as is practicable, I now try to dive on charters where only my family and friends are with me (most of them aren't too annoying <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p>I think my point is obvious so I'll just conclude by saying that if I were in your shoes, I'd take what I'd already been granted and run with the Gaming Club. Play some Risk or Axis and Allies or Magic Cards or whatever. Feel free to discuss D&D while you are there and use the club as a way of finding and screening potential new players. Then arrange to play somewhere else, be it your home or the library or wherever. And if one of the new recruits turns out to be incompatible with the group, you can ask them to leave without suffering any administrative entanglements.</p><p></p><p>I applaud your willingness to "take on the system" and everything and I think that the AP is operating from bad information if not being out and out unreasonable. But I would hate for you to struggle so long and hard only to wind up with a club that pressures you to game with people who you'd prefer not to. Good luck in whatever you decide.</p></blockquote><p></p>
[QUOTE="Rel, post: 516484, member: 99"] I have a slightly different take on this whole thing. I'm going to leave aside the issue of whether you have a [b]right[/b] to include D&D in your gaming club and focus on whether it is a good idea from a gaming perspective. Consider for a moment the sheer number of threads where a member of a gaming group talks about a "troublesome" player who causes a certain disruption to the group. A very common (and in my opinion, perfectly valid) response is, "boot the guy or leave the group". But if you are playing under the school-sponsored auspices of the Gaming Club, do you have that option? I don't know the answer, but I think it is a valid question. It seems you could especially encounter problems if the player is not being abusive to the other players or acting completely disruptive, but instead just has a play style that you find annoying or that isn't compatible with the rest of the group. Do you just have to live with it no matter how annoying it makes your game? Can you exclude that player without running afoul of the club's sponsor or the administration? See, I like for my hobbies to be as enjoyable as possible and this means participating in them with people who will enhance the experience, or at least not detract from it. For example, I scuba dive. I've been on plenty of dive trips where there were people along who behaved in a manner that detracted from the experience, from the guy who just couldn't stop bragging endlessly about his expensive new gear to some people who were just dangerous (especially to themselves). So, as much as is practicable, I now try to dive on charters where only my family and friends are with me (most of them aren't too annoying ;) ). I think my point is obvious so I'll just conclude by saying that if I were in your shoes, I'd take what I'd already been granted and run with the Gaming Club. Play some Risk or Axis and Allies or Magic Cards or whatever. Feel free to discuss D&D while you are there and use the club as a way of finding and screening potential new players. Then arrange to play somewhere else, be it your home or the library or wherever. And if one of the new recruits turns out to be incompatible with the group, you can ask them to leave without suffering any administrative entanglements. I applaud your willingness to "take on the system" and everything and I think that the AP is operating from bad information if not being out and out unreasonable. But I would hate for you to struggle so long and hard only to wind up with a club that pressures you to game with people who you'd prefer not to. Good luck in whatever you decide. [/QUOTE]
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