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L&L: These are not the rules you're looking for
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<blockquote data-quote="hanez" data-source="post: 5862834" data-attributes="member: 82160"><p>I am not 100% sure if your being sarcastic here. I see #3 as a suitable option and #1 and #2 as examples of whiney players who might be close to getting kicked out of my gaming group. The example you provided had a cleric summoning undead, a not uncommon occurrence in D&D. As long as your DM does not have a houserule to ban non good characters, I would propose that sabotaging the player would be a bit of an extreme way to play out the tension. There are many reasons why characters of different alignments might work together, perhaps you or your DM could think of some ( there are many other examples in fiction). </p><p></p><p>As for option #1 I believe it is always the DMs job to give players a reason why they are working together. So if my DM was silly enough to let the players in the tavern "not want to work with me" and have no negative consequences to the game for doing so, I would be sure to immediately role up a lawful good character who didn't want to work with the other characters because they don't meet his standards. The other player can be just as difficult as you are being.</p><p></p><p>Again your group might have a rule about only playing good characters, thats not uncommon, but if it doesnt have that rule I don't exactly see what your problem is. One of my most memorable campaigns involved a wizard who summoned legions of undead, and a druid working in the same party. We ended that campaign at epic levels and when we get together over beers the wizard player always brings up his mammoth spiraling evil tower overshadowing the druids grove, while the druid jokes about how he used the wizard to save Gaia (a plot theme in the campaign).</p></blockquote><p></p>
[QUOTE="hanez, post: 5862834, member: 82160"] I am not 100% sure if your being sarcastic here. I see #3 as a suitable option and #1 and #2 as examples of whiney players who might be close to getting kicked out of my gaming group. The example you provided had a cleric summoning undead, a not uncommon occurrence in D&D. As long as your DM does not have a houserule to ban non good characters, I would propose that sabotaging the player would be a bit of an extreme way to play out the tension. There are many reasons why characters of different alignments might work together, perhaps you or your DM could think of some ( there are many other examples in fiction). As for option #1 I believe it is always the DMs job to give players a reason why they are working together. So if my DM was silly enough to let the players in the tavern "not want to work with me" and have no negative consequences to the game for doing so, I would be sure to immediately role up a lawful good character who didn't want to work with the other characters because they don't meet his standards. The other player can be just as difficult as you are being. Again your group might have a rule about only playing good characters, thats not uncommon, but if it doesnt have that rule I don't exactly see what your problem is. One of my most memorable campaigns involved a wizard who summoned legions of undead, and a druid working in the same party. We ended that campaign at epic levels and when we get together over beers the wizard player always brings up his mammoth spiraling evil tower overshadowing the druids grove, while the druid jokes about how he used the wizard to save Gaia (a plot theme in the campaign). [/QUOTE]
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