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Rant: Why must thing always be obvious in D&D?
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<blockquote data-quote="Gothmog" data-source="post: 3652101" data-attributes="member: 317"><p>RC's example was overstated perhaps, but no less ridiculous than when you stated the player wasn't into locating the cult because it didn't interest him. That would be like saying "I'm really not into trying to figure out who tried to assassinate the king- can't I make a DC 20 Gather Information check and catch the bad guy?" Its dry, meaningless, and detracts from the game and believability of the world by assuming eveyone and everything in the world exists for the PCs benefit. Certainly, evil cults don't exist for the sole benefit of the PCs or their shopping needs (assuming the cult even has a "shop" where you can simply pick up and buy evil magic items or religious relics). </p><p></p><p>Seems to me this is more of a player having a strong sense of entitlement, rather than actually dealing with playing the character he chose and the consequences of those actions. If the player actually roleplayed along and tried his best in this situation, I'd accomodate him, and make some cool adventure hooks around the temple and some perks he'd get. If he just wanted things to get "kool powerz", but wasn't willing to put in the effort to justify having them, then I'd just say no and be done with it. Just because a player makes a character, doesn't mean the DM should cater to his every whim to make the game fun for him if he's not willing to work to make the DM's game fun. </p><p></p><p>What's next? The player whining about being caught for worshipping Shar and committing evil acts? "I don't want to be caught- I'm just not into it. As a worhsipper of Shar it should be assumed I know how to avoid being captured and get away without actually stating it. Can't we say I just did those evil things and got away with it so I can go kill some more things and loot them without consequence?" <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></blockquote><p></p>
[QUOTE="Gothmog, post: 3652101, member: 317"] RC's example was overstated perhaps, but no less ridiculous than when you stated the player wasn't into locating the cult because it didn't interest him. That would be like saying "I'm really not into trying to figure out who tried to assassinate the king- can't I make a DC 20 Gather Information check and catch the bad guy?" Its dry, meaningless, and detracts from the game and believability of the world by assuming eveyone and everything in the world exists for the PCs benefit. Certainly, evil cults don't exist for the sole benefit of the PCs or their shopping needs (assuming the cult even has a "shop" where you can simply pick up and buy evil magic items or religious relics). Seems to me this is more of a player having a strong sense of entitlement, rather than actually dealing with playing the character he chose and the consequences of those actions. If the player actually roleplayed along and tried his best in this situation, I'd accomodate him, and make some cool adventure hooks around the temple and some perks he'd get. If he just wanted things to get "kool powerz", but wasn't willing to put in the effort to justify having them, then I'd just say no and be done with it. Just because a player makes a character, doesn't mean the DM should cater to his every whim to make the game fun for him if he's not willing to work to make the DM's game fun. What's next? The player whining about being caught for worshipping Shar and committing evil acts? "I don't want to be caught- I'm just not into it. As a worhsipper of Shar it should be assumed I know how to avoid being captured and get away without actually stating it. Can't we say I just did those evil things and got away with it so I can go kill some more things and loot them without consequence?" ;) [/QUOTE]
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Rant: Why must thing always be obvious in D&D?
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