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Player vs. Character Dilemma.
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<blockquote data-quote="Lord Pendragon" data-source="post: 2025813" data-attributes="member: 707"><p>Fair enough, we all have different playstyles. Playing "realistic, consistent, believable games" in my experience means a lot of tedium for little payoff. In a D&D world, there are just too many ways you can be screwed, and nearly all of them result in you being dead. The kind of trust required for an adventuring group to exist would be a very rare thing. Most of the time, I don't care to roleplay a "realistic" lack of trust. I'd rather be part of a group that trust each other, then get on to the business of fighting against evil as a team.</p><p></p><p>That said, though, I really don't have a problem with the "realistic" game, which I tend to refer to as the "paranoia style." I just think it's only fair that all the players understand that's the kind of game that's being played, so that some players, such as myself, aren't screwed over because of a preferred playstyle.</p><p></p><p>Had my DM told me, "Yes, Jere, there may be evil PCs. I'm not saying there <em>are</em> evil PCs, you understand, but there <em>might be</em>, so act accordingly." I'd have been fine with that campaign. I'd play my PC "realistically," and let what happens, happen. It's the fact that my DM wasn't willing to level the playing field that bothered me. Why should the player of an evil PC (obviously) be allowed to know that betrayal is par for the course, but I am kept unaware, made to choose between my preferred play style and being screwed over?</p><p></p><p>Same with the OP's situation. If I were a player in that game and given a simple notice that betrayal is <em>possible</em>, I wouldn't have a problem with this kind of action. Ideally, this warning is included in the campaign's starting notes (that way the players never know <em>when</em> a betrayal is imminent,) but if not, then it still needs to be given before any betrayal actually takes place.</p><p></p><p>I don't know how to say it more plainly. I'm not against PC or NPC betrayals or a "realistic" game. I'm against a DM or player using my out-of-game expectations against me, in game.</p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 2025813, member: 707"] Fair enough, we all have different playstyles. Playing "realistic, consistent, believable games" in my experience means a lot of tedium for little payoff. In a D&D world, there are just too many ways you can be screwed, and nearly all of them result in you being dead. The kind of trust required for an adventuring group to exist would be a very rare thing. Most of the time, I don't care to roleplay a "realistic" lack of trust. I'd rather be part of a group that trust each other, then get on to the business of fighting against evil as a team. That said, though, I really don't have a problem with the "realistic" game, which I tend to refer to as the "paranoia style." I just think it's only fair that all the players understand that's the kind of game that's being played, so that some players, such as myself, aren't screwed over because of a preferred playstyle. Had my DM told me, "Yes, Jere, there may be evil PCs. I'm not saying there [i]are[/i] evil PCs, you understand, but there [i]might be[/i], so act accordingly." I'd have been fine with that campaign. I'd play my PC "realistically," and let what happens, happen. It's the fact that my DM wasn't willing to level the playing field that bothered me. Why should the player of an evil PC (obviously) be allowed to know that betrayal is par for the course, but I am kept unaware, made to choose between my preferred play style and being screwed over? Same with the OP's situation. If I were a player in that game and given a simple notice that betrayal is [i]possible[/i], I wouldn't have a problem with this kind of action. Ideally, this warning is included in the campaign's starting notes (that way the players never know [i]when[/i] a betrayal is imminent,) but if not, then it still needs to be given before any betrayal actually takes place. I don't know how to say it more plainly. I'm not against PC or NPC betrayals or a "realistic" game. I'm against a DM or player using my out-of-game expectations against me, in game. [/QUOTE]
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