Mallus said:
For the record Cel, I wasn't having a discussion about any of those things. I was talking about the implied social contract between players and DM (ie, if you allow a character, then that character should be as viable as any other)
Actually, I disagree with that premise right there. As a player, I have created PCs that I
knew were less viable than other PC concepts, for the fun and challenge of playing those concepts. If you are creating a character in my world, which (based on world information you have available to you ahead of time) you should reasonably know is going to have a hard time, and then you are shocked about not easily being able to discover secret cults, then you may create a new character or play the character you created, hardships and all.
If you create an awakened chimpanzee ranger in a temperate zone, people are going to stare, and some people are going to be frightened, until you make your mark in the area. Then people stand by you, because they know who you are.
If you are in a campaign where, over the last several thousand years, brutal snakemen enslaved the world until finally overthrown, leaving the world in a chaos that it has yet to recover from, and you want to play a character with an obvious reptilian theme ("Hey! I'm a scaly half-dragon!") then you're going to face consequences whether that's what you're "in to" or not.
Admittedly, one of the consequences might be that you seek another game. That's okay. I'm not screwing the rest of my players to make your choices inconsequential. Because if I do, I am saying that
any choice can be made without consequence, and therefore
all choices are essentially meaningless. You might as well be watching TV.
Having to put forth some effort to locate other followers of your god is a logical, and IMHO obvious, consequence of choosing to play a follower of an evil deity whose worship primarily consists of evil cults.
Your players may be very different than mine, but mine expect me to include complication and would revolt if I let "Mr. Cultist" escape from the consequences of his choices. I include "Mr. Cultist" in this; if he wanted to play a cultist,
that's why he chose that character. As far as a newcomer goes, I will not change playstyles (thus damaging the group) to accomodate (though I might in a seperate game). It doesn't matter how much they aren't "in to" finding the cult, or facing the dragon.
IMHO, the conversation should go something like this:
Player: "I want to be a member of a secret cult, but I'm not into locating it."
DM: "Then do something else."
Player: "But if I don't locate it, I can't get the benefits of locating it."
DM: "That's true. What are you going to do?"
RC