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I don't know what just happend, but it seems that Ayn Rand corrupted my player!
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<blockquote data-quote="chubbyloremaster" data-source="post: 5726665" data-attributes="member: 6681181"><p>Well a lot happend and I tried for the third time to talk to the players and reach an agreement. We are all friends and it would be very bad if we stoped talking to each other because of our rpg game.</p><p></p><p>We talked very long about the case and I figured out a sollution. What I did I allowed a time travel mechanic where if the PCs where TPKed I would set them back to a time before the encounter started but I wouldn't give them any XP and drasticly reduce the reward for the encounter be it combat , social or skill.</p><p></p><p>My point here wass not to let them go with a reward. Death of characters is common in D&D, if it wasn't there the players wouldn't respect me , make fun of the game etc. Not only that but it is also a challenge for the players and leting it go would influence how the game is played. I did it several times with them and it always lead to the end of the game because the only way to pose some threat to them was to screw with their heads, which I always did after few months of gameplay. What I did, I turned the game into a heavy roleplaying theme. Even if the characters were immortal they would lose if they choose wrongly or got deceived. If you play for two years with people who are so strong that you have little or no means to kill them and you don't want to end the game it was perfect and they even liked it. But everything has its end.</p><p></p><p>Calling me a jerk has no bearing here. Mostly because my players don't care if I'm a jerk because theye by this standard are jerks too. This objectivist selfishness doesnt care what you lose in the exchange. If I were a big jerk or a yes-man it would'nt matter, what they are concerned is their objective and nothing else. If my objective coresponds with theirs, its fine, if not, no one cares.</p><p></p><p>The truth is this game was an experiment. 2 month ago I posted a thread on this forum about GM authority. I was a very yes-man at that time and allowed my players 20th level and unlimited amount of gold at the creation process. I ditched the game after two sessions just from the absurde power levels and the thin line between death and life, which after forcibly introducing a LOAD GAME mechanic, was complytly obsolete.</p><p></p><p>Now the game I was tring to set up was an experiment because I tried to see how far can I go before my players will rebel. It means that I set a clear line division between player and GM authority and when I wanted to say no to a player request I would say that I am not comfortable with his vision in the game I play.</p><p></p><p>What houserules i manage to set up where these:</p><p>-We don't play evil characters because it is very easy for an evil character to just being a jerk and destroy the campaign for his own amusment. But if someone really made a very convincing evil character I would make it an exeption, for example a pathfinder Hellknight.</p><p></p><p>-During character creation and advancment you can choose to roll a hit die or get 75% of you maximum score.</p><p>This was a trick to make them go from , only maximum scores on hit dice which worked</p><p></p><p>-The players start at the 9th level due to the Harrowing being a 9th level module.</p><p>This was a very good choice because they previously told me that they won't play any game which is less that 15th level</p><p></p><p>What they did forced me to do is:</p><p>-25 poin buy which is the highest amount of points you can spend on your character creation.</p><p>-use of every rule in the book there is for maximum experiance.</p><p>Here I didn't want all of them because I didn't read all of them but I somehow managed to get the most important ones appearing in the SRD</p><p></p><p>From the players standpoint the game is a bussiness transaction, and not all bussiness transactions end well. I agreed with them and made a house rule which I described above.</p><p></p><p>The stuff which I described in my previous post was what the players wrote to me so with each paragraph I had some reference that I could look up if my memory was a little bit shaggy.</p><p></p><p>I believe the problem now is whether these kind of people can or will play rpgs at all, and by these kind of people I mean objectivist because it clearly says that there is no argument for them to listen to the GM because the only authority that matters is Ayn Rand and themselves, at least this is what they told me.</p><p></p><p>And once more I am very sorry for making you all worked up because of some misunderstandings.</p></blockquote><p></p>
[QUOTE="chubbyloremaster, post: 5726665, member: 6681181"] Well a lot happend and I tried for the third time to talk to the players and reach an agreement. We are all friends and it would be very bad if we stoped talking to each other because of our rpg game. We talked very long about the case and I figured out a sollution. What I did I allowed a time travel mechanic where if the PCs where TPKed I would set them back to a time before the encounter started but I wouldn't give them any XP and drasticly reduce the reward for the encounter be it combat , social or skill. My point here wass not to let them go with a reward. Death of characters is common in D&D, if it wasn't there the players wouldn't respect me , make fun of the game etc. Not only that but it is also a challenge for the players and leting it go would influence how the game is played. I did it several times with them and it always lead to the end of the game because the only way to pose some threat to them was to screw with their heads, which I always did after few months of gameplay. What I did, I turned the game into a heavy roleplaying theme. Even if the characters were immortal they would lose if they choose wrongly or got deceived. If you play for two years with people who are so strong that you have little or no means to kill them and you don't want to end the game it was perfect and they even liked it. But everything has its end. Calling me a jerk has no bearing here. Mostly because my players don't care if I'm a jerk because theye by this standard are jerks too. This objectivist selfishness doesnt care what you lose in the exchange. If I were a big jerk or a yes-man it would'nt matter, what they are concerned is their objective and nothing else. If my objective coresponds with theirs, its fine, if not, no one cares. The truth is this game was an experiment. 2 month ago I posted a thread on this forum about GM authority. I was a very yes-man at that time and allowed my players 20th level and unlimited amount of gold at the creation process. I ditched the game after two sessions just from the absurde power levels and the thin line between death and life, which after forcibly introducing a LOAD GAME mechanic, was complytly obsolete. Now the game I was tring to set up was an experiment because I tried to see how far can I go before my players will rebel. It means that I set a clear line division between player and GM authority and when I wanted to say no to a player request I would say that I am not comfortable with his vision in the game I play. What houserules i manage to set up where these: -We don't play evil characters because it is very easy for an evil character to just being a jerk and destroy the campaign for his own amusment. But if someone really made a very convincing evil character I would make it an exeption, for example a pathfinder Hellknight. -During character creation and advancment you can choose to roll a hit die or get 75% of you maximum score. This was a trick to make them go from , only maximum scores on hit dice which worked -The players start at the 9th level due to the Harrowing being a 9th level module. This was a very good choice because they previously told me that they won't play any game which is less that 15th level What they did forced me to do is: -25 poin buy which is the highest amount of points you can spend on your character creation. -use of every rule in the book there is for maximum experiance. Here I didn't want all of them because I didn't read all of them but I somehow managed to get the most important ones appearing in the SRD From the players standpoint the game is a bussiness transaction, and not all bussiness transactions end well. I agreed with them and made a house rule which I described above. The stuff which I described in my previous post was what the players wrote to me so with each paragraph I had some reference that I could look up if my memory was a little bit shaggy. I believe the problem now is whether these kind of people can or will play rpgs at all, and by these kind of people I mean objectivist because it clearly says that there is no argument for them to listen to the GM because the only authority that matters is Ayn Rand and themselves, at least this is what they told me. And once more I am very sorry for making you all worked up because of some misunderstandings. [/QUOTE]
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