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Player: "I need to level up so I can do cool stuff!"
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<blockquote data-quote="innerdude" data-source="post: 5664669" data-attributes="member: 85870"><p>Thanks everyone for some great responses so far! </p><p></p><p>To a certain degree, I may have overstated a bit just how much the problem was bothering me. I'm actually not terribly annoyed by it personally, I've known the player for a long time (we used to work together, and have a number of mutual friends). </p><p></p><p>And as others have brought up, to a certain degree, I get where he's coming from. He is, in fact, playing a sorcerer, we're currently level 4. We started at level 3, leveled them at the end of the third session, and we typically play 3 out of four weeks a month for 4-5 hours, to give an idea of progression. </p><p></p><p>I think I was more commenting on the general mindset itself, more than my own personal dissatisfaction with the player. </p><p></p><p>To me the danger of the "I can't be cool until I level!" mindset is that as a player, you're TOTALLY setting yourself up for disappointment. What if when you level, the power feat/spell chain doesn't work <em>quite</em> the way you thought it would? What if you totally forgot that there's a prerequisite you don't have, and now you've got to plead your case to the GM to let you change it? </p><p></p><p>In so saying, I realize that unless you have a good reason as a GM, you should say "yes" to these sorts of things, but what if you've set up several highly intensive encounters based on the group as it stands? Again, it's no big deal to try and change them on the fly, and as a GM you're probably going to be "winging" certain elements of any encounter. </p><p></p><p>But the point still stands that if you're putting in the effort to make the game fun for the whole group, having a player who's constantly complaining that "I can't do anything cool," even if you've tried to set up encounters for them, give them opportunities to strategically/tactical shine, would be a real downer to me as a GM. </p><p></p><p>To me, a player who is <em>constantly</em> dissatisfied with their character, regardless of group, game system, or campaign, is probably looking for a highly specific type of game style that suits whatever need they have, and it's probably not one that's going to mesh terribly well with the "average" RPG group. </p><p></p><p>In any case, you all have given some great ideas about how to approach leveling, XP, playstyle and the like.</p></blockquote><p></p>
[QUOTE="innerdude, post: 5664669, member: 85870"] Thanks everyone for some great responses so far! To a certain degree, I may have overstated a bit just how much the problem was bothering me. I'm actually not terribly annoyed by it personally, I've known the player for a long time (we used to work together, and have a number of mutual friends). And as others have brought up, to a certain degree, I get where he's coming from. He is, in fact, playing a sorcerer, we're currently level 4. We started at level 3, leveled them at the end of the third session, and we typically play 3 out of four weeks a month for 4-5 hours, to give an idea of progression. I think I was more commenting on the general mindset itself, more than my own personal dissatisfaction with the player. To me the danger of the "I can't be cool until I level!" mindset is that as a player, you're TOTALLY setting yourself up for disappointment. What if when you level, the power feat/spell chain doesn't work [I]quite[/I] the way you thought it would? What if you totally forgot that there's a prerequisite you don't have, and now you've got to plead your case to the GM to let you change it? In so saying, I realize that unless you have a good reason as a GM, you should say "yes" to these sorts of things, but what if you've set up several highly intensive encounters based on the group as it stands? Again, it's no big deal to try and change them on the fly, and as a GM you're probably going to be "winging" certain elements of any encounter. But the point still stands that if you're putting in the effort to make the game fun for the whole group, having a player who's constantly complaining that "I can't do anything cool," even if you've tried to set up encounters for them, give them opportunities to strategically/tactical shine, would be a real downer to me as a GM. To me, a player who is [I]constantly[/I] dissatisfied with their character, regardless of group, game system, or campaign, is probably looking for a highly specific type of game style that suits whatever need they have, and it's probably not one that's going to mesh terribly well with the "average" RPG group. In any case, you all have given some great ideas about how to approach leveling, XP, playstyle and the like. [/QUOTE]
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