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Rant: Why must thing always be obvious in D&D?
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<blockquote data-quote="gizmo33" data-source="post: 3651671" data-attributes="member: 30001"><p>Yes, "allowed a PCs to play a member of a secretive and evil cult". So? The OP didn't say that they kept the PC from being a member of that cult. In fact, the OP didn't say much of anything except that the DM said "temples are rare", and the player said "no they shouldn't be". </p><p></p><p>What's also baffling is what exactly the character's background is. It's strange that the PC could have become a cult member without having ever met anyone else from that cult. Then again, the OP doesn't say that, AFAICT. All I can tell from the OP was that the player was questioning the DMs general statements regarding the faith of Shar - not that they were forbidden from finding or joining a cult.</p><p></p><p>You're assuming that the only interesting adventure hooks are to be had once things happen that you want to happen. Presumably the DM thinks otherwise, and I find no logical reason why, in principle, a character who makes a lone member of a secretive cult that's all by himself can't undertake interesting adventures. In any case IMO it's not up to the player - if his character starts off in nothing but a loincloth and chained to the oar of a slave galley - deal. If your character starts off as the lone surivivor of an orc raid on his village - deal. It's the DMs business to run his world, and AFAIK there is no contract of player guarrantees. It's simple enough to tell the DM if you'd prefer another kind of game, and work things out. But acting like you're entitled to things in the game that the DM is running is IMO not a good way to approach this.</p><p></p><p>In any case I only see this sort of sense of entitlement on the internet among strangers. No one (so far) has shown up to my game and actually acted like this while looking folks in the eye. IME people in real life is inherently more cooperative than on the internet or while driving.</p><p></p><p></p><p></p><p>And that's exactly my point. Taking a secretive neutral evil cult and making a statement about how players expect to be able to shop at the "temple of their god" is making an implicit comparison between things that are not alike.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3651671, member: 30001"] Yes, "allowed a PCs to play a member of a secretive and evil cult". So? The OP didn't say that they kept the PC from being a member of that cult. In fact, the OP didn't say much of anything except that the DM said "temples are rare", and the player said "no they shouldn't be". What's also baffling is what exactly the character's background is. It's strange that the PC could have become a cult member without having ever met anyone else from that cult. Then again, the OP doesn't say that, AFAICT. All I can tell from the OP was that the player was questioning the DMs general statements regarding the faith of Shar - not that they were forbidden from finding or joining a cult. You're assuming that the only interesting adventure hooks are to be had once things happen that you want to happen. Presumably the DM thinks otherwise, and I find no logical reason why, in principle, a character who makes a lone member of a secretive cult that's all by himself can't undertake interesting adventures. In any case IMO it's not up to the player - if his character starts off in nothing but a loincloth and chained to the oar of a slave galley - deal. If your character starts off as the lone surivivor of an orc raid on his village - deal. It's the DMs business to run his world, and AFAIK there is no contract of player guarrantees. It's simple enough to tell the DM if you'd prefer another kind of game, and work things out. But acting like you're entitled to things in the game that the DM is running is IMO not a good way to approach this. In any case I only see this sort of sense of entitlement on the internet among strangers. No one (so far) has shown up to my game and actually acted like this while looking folks in the eye. IME people in real life is inherently more cooperative than on the internet or while driving. And that's exactly my point. Taking a secretive neutral evil cult and making a statement about how players expect to be able to shop at the "temple of their god" is making an implicit comparison between things that are not alike. [/QUOTE]
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Rant: Why must thing always be obvious in D&D?
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