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Roleplaying dilemma - what would you do?
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<blockquote data-quote="HoboGod" data-source="post: 5267328" data-attributes="member: 90920"><p>Bah, it's a dick move to create an anti-social PC in a co-op role-playing game. If this player didn't metagame to join the group like everyone else, why should the OP metagame to save this player's life? Being anti-social out of character is fine. If a player wants to play the shy fighter who is a wallflower until it's time to crack skulls, it's fine by me. But if a player wants to be the grumpy assassin who doesn't play well with others, there's a problem.</p><p></p><p>Speaking from experience, the biggest problem a group will ever have with letting Chaotic Evil PCs exist is when they choose to be an insubordinate, unfriendly, and generally anti-social evil (coincidentally enough, that's roughly the same problem with Lawful Good.) Every Sunday, I DM an evil campaign as well. I've received multiple complaints from my players about the actions of a PC who wanted to play an Incubus. It was a nifty idea at first and I saw many opportunities for fun until he started harassing other players by using his spell-like abilities on the party for his twisted amusement. He went as far as using his suggestion to make one PC rape another PC. I talked to him repeatedly and warned him that he wouldn't be able to play that character if he kept it up. He pushed me and I had the character be murdered in game by the NPC who individually hired the party. The next character he made happens to be an assassin. He's better about what he does to other players, but he's just as insubordinate to his party members. Now instead of doing terrible things to the party directly, he tries to murder the other players' mounts, followers, and befriended NPCs. When he's not permitted to do these things, he wanders off. He has made no attempts to befriend anyone in the party. If I receive another complaint, I'm going to give him the same warning I gave his Incubus. Players should realize that their actions have consequences or the game becomes chaotic and irrelevant. The consequence of traveling invisibly with people who aren't your friends is that they mistake you for an enemy when you make threatening gestures at them. As Dandu said, kill it with fire!</p></blockquote><p></p>
[QUOTE="HoboGod, post: 5267328, member: 90920"] Bah, it's a dick move to create an anti-social PC in a co-op role-playing game. If this player didn't metagame to join the group like everyone else, why should the OP metagame to save this player's life? Being anti-social out of character is fine. If a player wants to play the shy fighter who is a wallflower until it's time to crack skulls, it's fine by me. But if a player wants to be the grumpy assassin who doesn't play well with others, there's a problem. Speaking from experience, the biggest problem a group will ever have with letting Chaotic Evil PCs exist is when they choose to be an insubordinate, unfriendly, and generally anti-social evil (coincidentally enough, that's roughly the same problem with Lawful Good.) Every Sunday, I DM an evil campaign as well. I've received multiple complaints from my players about the actions of a PC who wanted to play an Incubus. It was a nifty idea at first and I saw many opportunities for fun until he started harassing other players by using his spell-like abilities on the party for his twisted amusement. He went as far as using his suggestion to make one PC rape another PC. I talked to him repeatedly and warned him that he wouldn't be able to play that character if he kept it up. He pushed me and I had the character be murdered in game by the NPC who individually hired the party. The next character he made happens to be an assassin. He's better about what he does to other players, but he's just as insubordinate to his party members. Now instead of doing terrible things to the party directly, he tries to murder the other players' mounts, followers, and befriended NPCs. When he's not permitted to do these things, he wanders off. He has made no attempts to befriend anyone in the party. If I receive another complaint, I'm going to give him the same warning I gave his Incubus. Players should realize that their actions have consequences or the game becomes chaotic and irrelevant. The consequence of traveling invisibly with people who aren't your friends is that they mistake you for an enemy when you make threatening gestures at them. As Dandu said, kill it with fire! [/QUOTE]
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