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Player, DM, or PC call? (longish)
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<blockquote data-quote="Fenes 2" data-source="post: 1013309" data-attributes="member: 6166"><p>Man, that is a minefield. My experiences with problems at the gaming table don't include such emtional/personal problems, so I can't really judge those.</p><p></p><p>I'd try to have a discussion among the players how to reconcile the characters (and limiting it to that), with each player and the DM thinking up ideas. Let the players decide where their characters draw the line first (i.e. "won't work with cowards, but respects cautious people", "can be persuaded/baited/orderd to scout, but will not let anyone bully him into walking into a known trap" etc.) then look for common ground and suggest changes to views of the characters or even the characters themselves in order to make the party work.</p><p></p><p>Possible solutions:</p><p>- It was all a dream</p><p>- Some bastardly enemy influenced the whole party, using suggestion etc to make them lose their wits ("What were we thinking, forcing X to open the doors! Why did we leave Milo at home?")</p><p>- The players agree to have the characters grow closer, and the DM helps with providing situations that let the PCs rescue each other.</p><p>- Maybe the rogue will get a bit more courageous, and the others a bit more forgiving.</p><p>- Make the "cowardly rogue" experiment with ways to disable traps without using disable device - i.e. set them off safely by various means. Could become a character trait "Wait, let me try out my newest gimmick. This hooked, non-conductive stick allows me to set off a trap from behind a corner! It should work in theory..."</p><p>- Perhaps a PC "Will forgive anything if someone saves his life" </p><p>or "May try to reform the coward, even if it seems hopeless" (which keeps the two PCs in the same party)</p></blockquote><p></p>
[QUOTE="Fenes 2, post: 1013309, member: 6166"] Man, that is a minefield. My experiences with problems at the gaming table don't include such emtional/personal problems, so I can't really judge those. I'd try to have a discussion among the players how to reconcile the characters (and limiting it to that), with each player and the DM thinking up ideas. Let the players decide where their characters draw the line first (i.e. "won't work with cowards, but respects cautious people", "can be persuaded/baited/orderd to scout, but will not let anyone bully him into walking into a known trap" etc.) then look for common ground and suggest changes to views of the characters or even the characters themselves in order to make the party work. Possible solutions: - It was all a dream - Some bastardly enemy influenced the whole party, using suggestion etc to make them lose their wits ("What were we thinking, forcing X to open the doors! Why did we leave Milo at home?") - The players agree to have the characters grow closer, and the DM helps with providing situations that let the PCs rescue each other. - Maybe the rogue will get a bit more courageous, and the others a bit more forgiving. - Make the "cowardly rogue" experiment with ways to disable traps without using disable device - i.e. set them off safely by various means. Could become a character trait "Wait, let me try out my newest gimmick. This hooked, non-conductive stick allows me to set off a trap from behind a corner! It should work in theory..." - Perhaps a PC "Will forgive anything if someone saves his life" or "May try to reform the coward, even if it seems hopeless" (which keeps the two PCs in the same party) [/QUOTE]
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