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<blockquote data-quote="Clueless" data-source="post: 3260751" data-attributes="member: 11802"><p>Well... you didn't answer a big question here: Are your players having problems with the behavior? Is it dragging your game down?</p><p></p><p>I'm a big proponent of 'Ain't broke, don't fix it.'</p><p></p><p>But if it *is* broke then it sounds like your players are more fixated on the mechanics, their stuff, and have 'the gimmies'. Players themselves can be selfish jerks. Period. Sometimes it happens no matter *how* nice they are outside of a game, because they think 'it's just a game' validates the behavior. This is unhealthy in any group activity, much less one that relies so heavily on trusting each other as RP does. That's something that it's impossible to break players of in game - you have to talk to them out of game about it. </p><p></p><p>Remind them about the role part of the roleplaying, and that just because your past character had X doesn't mean your current charcter is destined to have it (assuming it's causing inter-player problems from multiple players laying claim to the items). Penalize alignments if nessecary, but understand your players motivatiosn for this behavior - are they playing their alignment or playing out their *own* desires. I've seen a nearly all evil group where characters routinely got raised, because the players felt no need to sucumb to the 'gimmies'. The rational behind this 'non-evil' behavior: 'Evil people have friends too.'</p><p></p><p>Re: making sure the characters are all equilivant in terms of eq when the new character comes in - that can be a *big* GM problem if only because you need to be able to aim your encounters at the party without accidently killing an underequipped member. that's really your strongest argument right there about why it's a problem, and when a player realizes that if they don't help you out with it their character may be the one getting ganked.. they tend to view it reasonably. There's a few ways to handle that.</p><p></p><p>1) Talk to the players about the trouble you're having calibrating encounters (that's assuming your players are sane sensible people.)</p><p></p><p>2) Start destroying equipment - disjunction and acid breath saves (black dragons) are my favorites for that. PROBLEM: This may piss your players off. I do *not* recommend this.</p><p></p><p>3) Eyeball the current levels of character equipment, give the new character the equilivant even if it *is* above the recommended character level in the DMG table. You've made your bed, you have to lay in it. After all - they don't *get* this eq and gold unless you let them have it.</p><p></p><p>4) Let the disadvantaged player fend for himself. You'll need to let him know that his eq. may be weaker and that he'll need to wheel and deal with the players at the table in character to get more. PROBLEM: Greedy uncaring players make this hard for the poor schmuck. Often times preparing your players by talking to them (as in option #1) will help.</p><p></p><p>5) Recalibrate the entire game. This can be a lot of fun - have all the players get kidnapped and stripped down to their birthday suits and marched off to slavery... from which they have to escape, warn a kingdom, yadayada.. the point being that they have to start over. PROBLEM: See the problem for #2. Prepare your players for the major plot shift. You'll also need to watch their equipement much more closely to make sure you don't overwhelm them again or end up right back where you started.</p></blockquote><p></p>
[QUOTE="Clueless, post: 3260751, member: 11802"] Well... you didn't answer a big question here: Are your players having problems with the behavior? Is it dragging your game down? I'm a big proponent of 'Ain't broke, don't fix it.' But if it *is* broke then it sounds like your players are more fixated on the mechanics, their stuff, and have 'the gimmies'. Players themselves can be selfish jerks. Period. Sometimes it happens no matter *how* nice they are outside of a game, because they think 'it's just a game' validates the behavior. This is unhealthy in any group activity, much less one that relies so heavily on trusting each other as RP does. That's something that it's impossible to break players of in game - you have to talk to them out of game about it. Remind them about the role part of the roleplaying, and that just because your past character had X doesn't mean your current charcter is destined to have it (assuming it's causing inter-player problems from multiple players laying claim to the items). Penalize alignments if nessecary, but understand your players motivatiosn for this behavior - are they playing their alignment or playing out their *own* desires. I've seen a nearly all evil group where characters routinely got raised, because the players felt no need to sucumb to the 'gimmies'. The rational behind this 'non-evil' behavior: 'Evil people have friends too.' Re: making sure the characters are all equilivant in terms of eq when the new character comes in - that can be a *big* GM problem if only because you need to be able to aim your encounters at the party without accidently killing an underequipped member. that's really your strongest argument right there about why it's a problem, and when a player realizes that if they don't help you out with it their character may be the one getting ganked.. they tend to view it reasonably. There's a few ways to handle that. 1) Talk to the players about the trouble you're having calibrating encounters (that's assuming your players are sane sensible people.) 2) Start destroying equipment - disjunction and acid breath saves (black dragons) are my favorites for that. PROBLEM: This may piss your players off. I do *not* recommend this. 3) Eyeball the current levels of character equipment, give the new character the equilivant even if it *is* above the recommended character level in the DMG table. You've made your bed, you have to lay in it. After all - they don't *get* this eq and gold unless you let them have it. 4) Let the disadvantaged player fend for himself. You'll need to let him know that his eq. may be weaker and that he'll need to wheel and deal with the players at the table in character to get more. PROBLEM: Greedy uncaring players make this hard for the poor schmuck. Often times preparing your players by talking to them (as in option #1) will help. 5) Recalibrate the entire game. This can be a lot of fun - have all the players get kidnapped and stripped down to their birthday suits and marched off to slavery... from which they have to escape, warn a kingdom, yadayada.. the point being that they have to start over. PROBLEM: See the problem for #2. Prepare your players for the major plot shift. You'll also need to watch their equipement much more closely to make sure you don't overwhelm them again or end up right back where you started. [/QUOTE]
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