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Poll: Is it rude for a sidelined player to leave the session?
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<blockquote data-quote="Ilbranteloth" data-source="post: 7157449" data-attributes="member: 6778044"><p>I answered depends, and your post as good as any can explain why - </p><p></p><p>It's all about expectations. See, I've had players sidelined in my games, although I try not to do so. When the party splits up, generally I go back and forth between the two. But sometimes something happens, and there isn't a good solution to bring them back in. </p><p></p><p>The perfect example happened with my last group. One of the characters was petrified as the result of the use of a <em>wand of wonder</em> by another character. We hadn't used <em>flesh to stone</em> in the campaign, so she looked it up. And found that it was temporary. They <em>hated</em> that idea. To them, as players, that's something that's permanent unless some way to reverse it is found. </p><p></p><p>So the player insisted on being sidelined. More importantly, none of them felt that the current scenario would plausibly allow the introduction of another PC. So, long term sidelining.</p><p></p><p>But, the fact is, the campaign, like all of mine, is one where the players have a lot of investment in the <em>group</em> and the story. Just because they aren't able to act, doesn't mean that there isn't something interesting going on. They also find ways to be helpful, such as going through their notes and handouts to find things when the party needs to recall something, looking up spells and such during combat, whatever. Of course, they can still have a beer and enjoy the game even if they aren't actively participating.</p><p></p><p>And that's ultimately the answer. It all depends on the expectations of the players and the DM. And it's only a problem if those expectations don't match. </p><p></p><p>If you're expecting me to make sure you always have a character to play, or that there will be a way to resurrect you, or that I won't let you get killed, and you run off and do stupid things and get yourself killed...well, if you don't understand how we play you might not be so happy.</p><p></p><p>On the other hand, if you're that type of person and run around and do stupid stuff and don't treat the game with the same seriousness as we do, and are being a pain because "I won't give you something to do" - then we probably would consider it <em>less</em> rude for you to leave.</p><p></p><p>If it's a public campaign at a local gaming store, then my approach will differ. But that's clear right from the beginning, we will look for an appropriate way to bring in a new character, with very little concern for story continuity.</p><p></p><p>The important thing to understand is that not having an active character doesn't necessarily mean that you aren't allowed to participate in the group activity they came for. The activity involves the group of people around the table experiencing (and usually contributing) to the story. Their contribution might very well be what is needed to turn failure to a success, even if it's going to take some time to get there. Your last line alludes to that, but I've known a lot of players who don't find it boring. Their goals are different, and the integrity of the story is part of what they feel is very important, and they'll make "sacrifices" to that end at times. It's usually not for a long, long time, but if that's what it takes, they'll do that. Even if they were in a bad spot at the end of one session, they'll come for the next to see where it goes.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7157449, member: 6778044"] I answered depends, and your post as good as any can explain why - It's all about expectations. See, I've had players sidelined in my games, although I try not to do so. When the party splits up, generally I go back and forth between the two. But sometimes something happens, and there isn't a good solution to bring them back in. The perfect example happened with my last group. One of the characters was petrified as the result of the use of a [I]wand of wonder[/I] by another character. We hadn't used [I]flesh to stone[/I] in the campaign, so she looked it up. And found that it was temporary. They [I]hated[/I] that idea. To them, as players, that's something that's permanent unless some way to reverse it is found. So the player insisted on being sidelined. More importantly, none of them felt that the current scenario would plausibly allow the introduction of another PC. So, long term sidelining. But, the fact is, the campaign, like all of mine, is one where the players have a lot of investment in the [I]group[/I] and the story. Just because they aren't able to act, doesn't mean that there isn't something interesting going on. They also find ways to be helpful, such as going through their notes and handouts to find things when the party needs to recall something, looking up spells and such during combat, whatever. Of course, they can still have a beer and enjoy the game even if they aren't actively participating. And that's ultimately the answer. It all depends on the expectations of the players and the DM. And it's only a problem if those expectations don't match. If you're expecting me to make sure you always have a character to play, or that there will be a way to resurrect you, or that I won't let you get killed, and you run off and do stupid things and get yourself killed...well, if you don't understand how we play you might not be so happy. On the other hand, if you're that type of person and run around and do stupid stuff and don't treat the game with the same seriousness as we do, and are being a pain because "I won't give you something to do" - then we probably would consider it [I]less[/I] rude for you to leave. If it's a public campaign at a local gaming store, then my approach will differ. But that's clear right from the beginning, we will look for an appropriate way to bring in a new character, with very little concern for story continuity. The important thing to understand is that not having an active character doesn't necessarily mean that you aren't allowed to participate in the group activity they came for. The activity involves the group of people around the table experiencing (and usually contributing) to the story. Their contribution might very well be what is needed to turn failure to a success, even if it's going to take some time to get there. Your last line alludes to that, but I've known a lot of players who don't find it boring. Their goals are different, and the integrity of the story is part of what they feel is very important, and they'll make "sacrifices" to that end at times. It's usually not for a long, long time, but if that's what it takes, they'll do that. Even if they were in a bad spot at the end of one session, they'll come for the next to see where it goes. [/QUOTE]
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