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In Character Embezzlin` - Another Taboo?

Lord Pendragon said:
I don't have a problem with this, so long as the rogue player doesn't have a problem with me roleplaying my character's response to a party member cheating him. It's really that simple for me. Often, players who run thieving characters claim roleplaying priviledges, but then cry foul when the rest of the party decides to string them up upon finding out. That's roleplaying too. So long as both are allowed, it's all good.
That's precisely my take on the subject. Unless I am playing a character who will be completely unaffected by being stolen from (and no, I've never actually played such a PC and would have a hard time justifying one), my PC will react in-character to the theft, which could range from a simple beating to refusal to travel with him to mutilation to whatever else seems appropriate.

I've always thought that unless you are playing a remarkably dumb character or in a quite atypical campaign, stealing from the party makes absolutely no sense. In most games, you are constantly relying upon your fellow party-members to save your neck, have stronger bonds to them than to most other people in the world, and know that they are good with violence, so to speak. Stealing from that group of people seems like something only the incredibly stupid would do.
 

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Lord Pendragon said:
I don't have a problem with this, so long as the rogue player doesn't have a problem with me roleplaying my character's response to a party member cheating him. It's really that simple for me. Often, players who run thieving characters claim roleplaying priviledges, but then cry foul when the rest of the party decides to string them up upon finding out. That's roleplaying too. So long as both are allowed, it's all good.

Agreed. Don't play a thieving unscrupulous character if you can't take the concequences for where that might lead. We've never had PCs actually kick fellow PCs out of groups before, but it has almost come to that. They would make great recurring NPCs if that ever happened, though!
 


In a star wars campaign I was playing Meela, a twilek noble/rogue who had focussed extensively on diplomacy and larceny. She was so amazing at diplomacy that the party always got her to sell their stuff, since she could get a great price. She always lied about how much she had got for it but her bluff was also excellent, and the PCs never knew (although one would occasionally get suspicious).

The other players all knew what was going on of course, but they found her bare-faced embezzeling to be so entertaining (and the PCs were still getting more than they could otherwise have got for their goods) so it was all taken in good fun. Once she got the 'resources' class ability which allowed her to virtually summon money out of the air each week, she was in clover :)
 

Lord Pendragon said:
I don't have a problem with this, so long as the rogue player doesn't have a problem with me roleplaying my character's response to a party member cheating him. It's really that simple for me. Often, players who run thieving characters claim roleplaying priviledges, but then cry foul when the rest of the party decides to string them up upon finding out. That's roleplaying too. So long as both are allowed, it's all good.

Presumably you also wouldn't have a problem with his character roleplaying his response to getting beaten up by your character and thus slitting your characters throat one night when he is on watch or something similar? That seems an appropriate roleplaying response to your escalation after all!
 

Theres consequences of course, its a dangerous thing to skim the top off but its still a decent roleplaying thing if it fits in.

Man in the Funny Hat said:
Given that, I would have to see OVERWHELMING, COMPELLING roleplaying reasons for a PC to be allowed to do this - I will not allow it just because it can be done.
So a greedy and miserly hobgoblin who sells everything for the party has no reason to take some extra gold as long as no one gets hurt? The very reason he was doing it was because he could, because he had been given the onus to sell goods and buy group provisions. It wasn't a party fund, he just bought what was needed and said "Now dont wreck it, I spent good gold to get those"

Is it not a reason to do it? Just because the characters a greedy lying SoB, and likes to have a little more than everyone else. I mean all through his life he gets treated slightly unfairly, so now he's just making sure he's got the gold for a good Reincarnate, a mansion, and maybe a large ball of platinum the size of a Hummer... for decoration you know.
 

Plane Sailing said:
Presumably you also wouldn't have a problem with his character roleplaying his response to getting beaten up by your character and thus slitting your characters throat one night when he is on watch or something similar? That seems an appropriate roleplaying response to your escalation after all!

Eep!

Though, I guess D&D does encourage killing as a way of solving problems. Though, in my games, that wouldn't be much of a solution on either end. Beating up the thief doesn't get you anything. Making him pay you all the back money he owes you, even if he has to sell the armor off his back, does. Or, not associating with him anymore so he can't cheat you again.

As for slitting their throats? Bar that. How about making off in the middle of the night with the party's entire stash? Now that's an exit. Or at the very least a prized possession. However, if you take everything their resources for tracking you will be much more limited. When you're looking for a new group to adventure with "We don't talk anymore" is a much better way of explaining your availability than "Another group I was with all perished mysteriously in the night." :p
 

Romnipotent said:
Theres consequences of course, its a dangerous thing to skim the top off but its still a decent roleplaying thing if it fits in.
But, IMO, it does not ever (or virtually so) fit in. PC's are, as a rule, formed into a party that is first and foremost expected to work together willingly, relying upon each other for their very lives as well as combined fortunes. Unless it is the very concept of the campaign to actively encourage intra-party subterfuge and violence, or if it is known at the very outset that players must expect to possibly defend their characters at every moment from other PC's, you must accept that not all character concepts are equally valid. Not every action that is POSSIBLE, is appropriate, acceptible, or will have the same, "Oh, it's all good because it's all just roleplaying," reaction from other players.
So a greedy and miserly hobgoblin who sells everything for the party has no reason to take some extra gold as long as no one gets hurt?
That's not what I'm saying at all. What I'm saying is that, as a rule, the player should not be allowed to introduce into the party a character that the player INTENDS to use to deprive other PLAYERS of rewards to which their characters ARE otherwise entitled. It would be no different than allowing a player to introduce into a good-aligned party an evil character with the assassin prestige class with the intent to murder another players paladin. You could allow that sort of thing in VERY narrow circumstances when all players are aware of at LEAST the possibility going in. However, players should otherwise NEVER EVER have to EXPECT other PC's to cheat theirs or be in any way antagonistic. It requires something more than, "I CAN, so I WILL," as a valid roleplaying motive for doing it.

PC's work together and trust each other AS A RULE. Do as you will, but I for one will not allow a rogue to skim off the top without VERY good reason to do so - and, "The other players/PC's should have mistrusted me in the first place so it's their responsibility," is NOT a good enough reason. Even if I did allow rogues to freely steal from other PC's for whatever reason, simply skimming off the top because the PLAYER is given control of dividing treasure is being a meta-gaming jerk. Again, IMO and IME.

A PC who steals from other PC's IMO first needs an in-game occurrence, something that happens after play begins, as an incitement to this kind of thing before I as DM will allow them to go down that road. In such a situation I will deny that PLAYER, the responsibility for treasure distribution - even though the PC might still be given total control IN-GAME for handling the party funds. Even if it means I have to do it myself it is just that kind of situation that makes an exception to the rule that I otherwise advocate that the DM has no business getting involved in treasure distribution among PC's except placing it in a dungeon. As DM it is my responsibility in such a situation to retain full control over how and when other PC's or NPC's may/may not notice what's happening, how difficult it might be for the PC to get away with it, how much money he actually CAN get when he does it, and so forth.

It is also my responsibility to ensure that if/when the embezzling PC is discovered that the fallout REMAINS an in-game issue. Everyone is rightly saying that if the theft is being done in-character that they WILL have their own characters respond in-game with violence, up to and including the death of the thief. However, I don't see those same people acknowledging that there is every possibility (given that the player can, and sometimes will, do this without ever bothering to inform even the DM) that the PLAYERS who discover their characters have been stolen from on a routine basis by another character may RIGHTFULLY consider it a purely meta-game issue and NOT an in-game issue. As DM it is your responsibility to be aware of what the PLAYER is doing, WHY their character is doing it, controlling the entire situation as regards other players and their PC's, and in general assuring that the whole affair is kept IN-GAME where it belongs.

Now if you have mature players, if everybody knows that a little intra-party violence or antagonism can be a rich source of roleplaying opportunities and will handle it appropriately, if other players DON'T mind their characters being shortchanged on a regular basis, don't let ME stop you. But I still don't consider it a particularly clever, useful, or valid bit of roleplaying any more than I consider it particularly clever, amusing, or skillful for the banker in a game of Monopoly to keep grabbing extra 20's and 50's when other players aren't looking. There are OTHER ways in which you can repeatedly roleplay your greedy, miserly hobgoblin rogue PC without needing to stiff other players to prove your roleplaying superiority.

Frankly, it hasn't even been necessary for me to get all authoritarian about this kind of thing because none of my players have been immature enough to try it for the last 15 years or so.
 

Man in the Funny Hat said:
Unless it is the very concept of the campaign to actively encourage intra-party subterfuge and violence, or if it is known at the very outset that players must expect to possibly defend their characters at every moment from other PC's, you must accept that not all character concepts are equally valid.

Eh? Since when does taking an extra 50 gp (or whatever) whenever you sell an item for the party translate to defending yourself at every moment from other PCs. That is a huge jump there. Even in games with intra-party conflict being a part of the game, I wouldn't expect party members to just start jumping each other at random. Makes. No. Sense.


PC's work together and trust each other AS A RULE.

That's actually wrong. Change "as a rule" to "generally speaking" or "95% of the time" and I'll agree, though.

Even if I did allow rogues to freely steal from other PC's for whatever reason, simply skimming off the top because the PLAYER is given control of dividing treasure is being a meta-gaming jerk. Again, IMO and IME.

How is it metagaming? PCs off alone with the goods while the others enjoy their beers. He sells the bastard sword +1 to the merchant for 1100 gp, takes the 100 gp and puts it in a safe spot. When he gets back, he takes the 1000 gp and divides it amongst the others, giving 250 to everyone else. None of the PCs are the wiser. That is how its, generally, done.

In such a situation I will deny that PLAYER, the responsibility for treasure distribution - even though the PC might still be given total control IN-GAME for handling the party funds. Even if it means I have to do it myself it is just that kind of situation that makes an exception to the rule that I otherwise advocate that the DM has no business getting involved in treasure distribution among PC's except placing it in a dungeon.

Two problems.

1) The DM shouldn't be controlling PCs unless they are dominated.
2) The DM should be impartial to how the PCs divide their spoils.

The DM should never force either of these two situations, else they run the risk of playing the game for the Players.

It is also my responsibility to ensure that if/when the embezzling PC is discovered that the fallout REMAINS an in-game issue.

That is just as much the responsibility of the Players. If they can't handle this, they shouldn't have started it in the first place.

Everyone is rightly saying that if the theft is being done in-character that they WILL have their own characters respond in-game with violence, up to and including the death of the thief.

It bothers me a bit that people's first solution to in-game problems is to kill the offender. Even if it were an NPC doing it, they wouldn't turn to violence as a primary solution to this kind of problem unless playing Evil PCs. And, even then they might not choose overt violence. Not that I have a problem with PCs fighting PCs, as I made clear in a previous thread. But, perhaps I don't have a problem with it because that is not usually the PCs first reaction to their problems with others.

Frankly, it hasn't even been necessary for me to get all authoritarian about this kind of thing because none of my players have been immature enough to try it for the last 15 years or so.

Nice one.
 

Plane Sailing said:
Presumably you also wouldn't have a problem with his character roleplaying his response to getting beaten up by your character and thus slitting your characters throat one night when he is on watch or something similar? That seems an appropriate roleplaying response to your escalation after all!
Sure.

PC1 is stealing from the party. The party finds out.

The party decides that they'll take PC1's equipment, sell it, and split it up amongst the party, then drop PC1 at the nearest town, alive but a bit humbled (possibly bruised).

PC1 then has a choice. He can shake his head, having been caught out, thank the gods he's still alive, and go about his business. Or he can attempt to track the party down for revenge. Of course, if he chooses option 2, he's going to have to be sneakier than the new rogue the party replaced him with, and kill the entire party before the party can react (and kill him.) He'll also have to be able to track the party, since it's going to take him a while to replace his gear and therefore he won't be able to follow the party for some time.

I suppose he could hire another group to help him get revenge on his old party...

Note that from the red text onward, PC1 would in actuality be NPC1. This is how I've seen it play out most often, and how I'd run it, were I the DM, anyway. Player 1 would be running the new rogue, who'd either be a straight arrow, or trying to steal from the (now more wary) party again. :p

Edit to add: And also, for my characters anyway, the offending thief would have to be sincere in his wish to rejoin the party and continue adventuring. So he'd either have to Bluff me into believing he was sincere (when he really just wants to slit my throat), or be sincere.

If he bluffs me, good for him! I've never played in a game where slitting a party member's throat wouldn't immediately result in the rogue being killed by the rest of the party. So both our characters are dead, we roll up new ones, and move on. Or my character, being honest and loyal to the party, is rezzed by the rest of the party to continue adventuring, while the thief's body is thrown off a cliff. :)
 
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