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Role playing to the detriment of the game
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<blockquote data-quote="JustKim" data-source="post: 4469890" data-attributes="member: 5478"><p>I've been a part of this problem. I give my characters aversions and desires that won't always mesh with what the DM or the other players have in mind. I have never shown up to the first session and said "my character doesn't show up to the meeting because X, Y, Z," but when it's time for the PCs to react to something, I sometimes dissent.</p><p></p><p>I also recognize that games like D&D are cooperative, so I try not to let it become more than a speed bump. But when my character's aversion or desire is strong, she reacts strongly and tries to get the rest of the group with her on something. If the rest of the group doesn't have a compelling reason or strong reaction to the contrary, it's difficult to just shrug and agree. I've played with people who HATE this, and it's led to some arguments and retiring of characters.</p><p></p><p>One example was when the party entered a cursed haunted house, where a ghost told us we would be keeping him company for the rest of our lives. We couldn't leave and we couldn't affect the ghost. I decided my character would react to this by tearing apart the ghost's belongings. This was not what the DM wanted. When the other PCs told me that there might be some clue to escaping in the books I was shredding, I stopped. I had a good reason to stop.</p><p></p><p>Another example was where the party was protecting a sinister little girl. We had gone out to a cairn in search of power to stop some malicious fey, and became vastly outnumbered by monsters. The cairn told us to spill the girl's blood on the altar. My character was high mobility, and I wanted to try to flee to safety. When the other characters started picking out knives to use for the bloodletting, my character picked up the sinister girl and ran. This derailed the whole game. Eventually some facts were retconned by the DM to make it easier for my character to accept the bloodletting (there are monsters in every direction, it's just a drop of blood, the girl doesn't want to go with you), and I said okay, I didn't run after all. But the only reason the PCs had was "we might survive if we do this," which wasn't enough to change my mind.</p><p></p><p>So why do I do it? Probably because I want an avenue to show everyone the thought I put into my character, that she isn't identical to the 200 other characters I've played.</p><p></p><p>If I were to put the responsibility for dealing with this on the DM, I would suggest running some scenarios that the players can react to without affecting the flow of the adventure or something important to the whole party.</p></blockquote><p></p>
[QUOTE="JustKim, post: 4469890, member: 5478"] I've been a part of this problem. I give my characters aversions and desires that won't always mesh with what the DM or the other players have in mind. I have never shown up to the first session and said "my character doesn't show up to the meeting because X, Y, Z," but when it's time for the PCs to react to something, I sometimes dissent. I also recognize that games like D&D are cooperative, so I try not to let it become more than a speed bump. But when my character's aversion or desire is strong, she reacts strongly and tries to get the rest of the group with her on something. If the rest of the group doesn't have a compelling reason or strong reaction to the contrary, it's difficult to just shrug and agree. I've played with people who HATE this, and it's led to some arguments and retiring of characters. One example was when the party entered a cursed haunted house, where a ghost told us we would be keeping him company for the rest of our lives. We couldn't leave and we couldn't affect the ghost. I decided my character would react to this by tearing apart the ghost's belongings. This was not what the DM wanted. When the other PCs told me that there might be some clue to escaping in the books I was shredding, I stopped. I had a good reason to stop. Another example was where the party was protecting a sinister little girl. We had gone out to a cairn in search of power to stop some malicious fey, and became vastly outnumbered by monsters. The cairn told us to spill the girl's blood on the altar. My character was high mobility, and I wanted to try to flee to safety. When the other characters started picking out knives to use for the bloodletting, my character picked up the sinister girl and ran. This derailed the whole game. Eventually some facts were retconned by the DM to make it easier for my character to accept the bloodletting (there are monsters in every direction, it's just a drop of blood, the girl doesn't want to go with you), and I said okay, I didn't run after all. But the only reason the PCs had was "we might survive if we do this," which wasn't enough to change my mind. So why do I do it? Probably because I want an avenue to show everyone the thought I put into my character, that she isn't identical to the 200 other characters I've played. If I were to put the responsibility for dealing with this on the DM, I would suggest running some scenarios that the players can react to without affecting the flow of the adventure or something important to the whole party. [/QUOTE]
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