Lonely Tylenol
First Post
Dwarf Bread said:As a companion to StupidSmurf's "...so we tossed the jerk out..." thread, which contains example of gamer behavior ranging from annoying to soul-searingly vile, I'm curious about stories featuring players or GMs who may have acted in unusual or unexpected ways, but who you remember fondly.
For example:
During a 2e campaign, I was leading a low-level party through the ToEE. One of my best friends is playing a dwarf fighter who tries on a magical cloak. POOF! He turns into a gargoyle.
As the other PCs are trying to figure out how to un-mojo his character, my friend passes me a note that reads "Unencumbered at last by the draconian morals of dwarven life, my character flies off in search of his gargoyle kin." At which point the player got up from the table, walked out of my apartment, and drove home.
This is the same player who I was running in a solo game about a young peasant-turned-adventurer who needed gold to save his family farm. He explored the (very limited) above-ground portion of the module, and finally reached a clear dead end (which contained an easy-to-find secret door leading to the dungeon below). The player, though, had his character turn around and go home. When I asked why, he responded "I know there was probably a secret door there, but my character the illiterate peasant has never even heard of a secret door, so he wouldn't have known to look for one."
This friend of mine has annoyed quite a few DMs in his day, but I think that having him as a player has made me, as a DM, more circumspect about potential character actions and more able to think on my feet when they act unexpectedly.
So, if you have stories of crazy-but-loveable antics by your players or GMs, please share.
Ah yes, the players who enjoy causing the game to grind to a halt under the guise of "I'm only doing what my character will do." There's a special hell for them, you know.
This isn't theatre, and characters don't need to be 100% believable all the time. It's a game, and in order for the game to move along a certain amount of following the DM's plot hooks and leading scenarios is usually necessary, assuming you want the game to continue. Hell, no sane person would go out and fight monsters and look for treasure anyway, so if you're going to play a character believably, he immediately quits the adventuring business and gets a real job.
And even if it were theatre, one of the most important rules of improv (which is what role-playing is) is "never block." Never say no. Never run the thread into the ground. Never do something that will cause the scene to stop prematurely. To do otherwise is simply bad form and disruptive to everyone else's enjoyment.
It's a game, and we play it together. One person should not be throwing up blocks that prevent things from happening. Why bother even coming to the game if you're going to do that?
edit:
Reading over some of the other posts in this thread, I see that most of the stories aren't from players of the "No" variety, but of the "Yes, and..." variety. In other words, they know how to improv, to make the game more interesting for everyone. People who try crazy stunts, play interesting characters, and do stuff that makes people stop dumbfounded at their chutzpah, are okay in my book. It's the unnecessary blocking of play that makes me wonder why I bothered to prepare an adventure for the ungrateful players in the first place.
Last edited: