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<blockquote data-quote="Orius" data-source="post: 5292098" data-attributes="member: 8863"><p>I hate when players pull that first type. You know, the druid or ranger that refuses to enter a city, a dwarf that won't ride a horse or ship, the klepto thief that just has to steal from the party, or the anti-paladin that has to kill the party. I've only had to deal with this rarely, but it annoys me as a DM, and it probably annoys the players, because it's silly "real-roleplaying" characterization that throws a wrench into the gameplay and grinds the entire session to a halt. You need to build a PC that can be flexible, and by flexible I don't mean sacrifice big long-term character goals, I mean don't be anal and make/play a character that's going to have obstinate difficulty with standard campaign elements or mess with group cohesion.</p><p></p><p></p><p></p><p>Passive players are alright, if they don't comprise the entire group. It's ok if there's a turtle or two at the table, as long as they go along with the more active players. Some players enjoy playing the game that way. It's when you're playing with a group that's nothing but turtles that it becomes a problem, because no one takes initiative. I've had that drive me nuts from time to time because I'd rather let the players do what they want than put them all on the Orius Express. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>This has always irritated me, quite literally. In the first session of my very first campaign, another player blew a half hour gallivanting around town trying to by a freakin' axe when all I wanted to do was adventure. This sort of crap wastes time and bores the hell out of the rest of the group.</p><p></p><p></p><p></p><p>As others have pointed out though, that's not really unusual. A stray cat comes off as dressing, like squirrels or birds or other descriptive elements meant to describe an area. A lot of players will just brush it off as fluff, because there's nothing unusual about it. The worst would be the KotD types who'd either complain you're wasting their time or actually kill the cat to see how many XPs they can squeeze out of it. Many players don't pay a great deal of attention to mundane fluff or generic NPCs, because they're just background details, something that's important probably should be called out a bit more or described in a way that stands out.</p><p></p><p></p><p></p><p>I did one of those once, and boy was it a mistake. The campaign did have some good moments, and the players seemed to be enjoying themselves, but it really ended up tying my hands as DM. Then there's the added problem of the "Chosen One" getting a good deal of spotlight which probably ends up sucking for the other players.</p><p></p><p></p><p></p><p>A good campaign does throw in some occasional risk to keep the players on their toes, it's just bad when used all the time. Especially with no saving throws, with is just cheap RBDMing. Besides, some of those mind screws come off as so metagamey they end up having their way with verisimiltude.</p></blockquote><p></p>
[QUOTE="Orius, post: 5292098, member: 8863"] I hate when players pull that first type. You know, the druid or ranger that refuses to enter a city, a dwarf that won't ride a horse or ship, the klepto thief that just has to steal from the party, or the anti-paladin that has to kill the party. I've only had to deal with this rarely, but it annoys me as a DM, and it probably annoys the players, because it's silly "real-roleplaying" characterization that throws a wrench into the gameplay and grinds the entire session to a halt. You need to build a PC that can be flexible, and by flexible I don't mean sacrifice big long-term character goals, I mean don't be anal and make/play a character that's going to have obstinate difficulty with standard campaign elements or mess with group cohesion. Passive players are alright, if they don't comprise the entire group. It's ok if there's a turtle or two at the table, as long as they go along with the more active players. Some players enjoy playing the game that way. It's when you're playing with a group that's nothing but turtles that it becomes a problem, because no one takes initiative. I've had that drive me nuts from time to time because I'd rather let the players do what they want than put them all on the Orius Express. ;) This has always irritated me, quite literally. In the first session of my very first campaign, another player blew a half hour gallivanting around town trying to by a freakin' axe when all I wanted to do was adventure. This sort of crap wastes time and bores the hell out of the rest of the group. As others have pointed out though, that's not really unusual. A stray cat comes off as dressing, like squirrels or birds or other descriptive elements meant to describe an area. A lot of players will just brush it off as fluff, because there's nothing unusual about it. The worst would be the KotD types who'd either complain you're wasting their time or actually kill the cat to see how many XPs they can squeeze out of it. Many players don't pay a great deal of attention to mundane fluff or generic NPCs, because they're just background details, something that's important probably should be called out a bit more or described in a way that stands out. I did one of those once, and boy was it a mistake. The campaign did have some good moments, and the players seemed to be enjoying themselves, but it really ended up tying my hands as DM. Then there's the added problem of the "Chosen One" getting a good deal of spotlight which probably ends up sucking for the other players. A good campaign does throw in some occasional risk to keep the players on their toes, it's just bad when used all the time. Especially with no saving throws, with is just cheap RBDMing. Besides, some of those mind screws come off as so metagamey they end up having their way with verisimiltude. [/QUOTE]
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