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Hussar, I think one concept that is vital for a good player to understand is that there is a lot of difference between a genre appropriate archetype (as found in literature, TV or movies) and what makes a good character AND a good attitude for a cooperative group game. There are tons of examples I can think of where even though a character concept might be valid in the genre it still translates to a complete pain in the ass.
What about a sneaky thief who always wants to sneak ahead of the party and scout things out? We see threads about this kind of thing not infrequently around here where, because of the thief player, the group has to spend a bunch of time waiting while this PC has a short solo-adventure scouting the enemy and checking for traps while the remainder of the group twiddles their thumbs.
In a case like that, were I the GM, I'd try to get the player to agree that most of the time I'm going to keep it very brief and simply say, "You scout ahead and discover that it's a dead end corridor." or "You scout ahead, discover that there is a group of seven Troglodytes, one of them with a weird looking staff with feathers on it, and return to the group." I'd also tell them that once in a while we'll do a more in depth thing where his scouting will be vital to getting information that might make an encounter significantly more interesting to the rest of the group.
IF the player is fine with those baseline assumptions then great. If not then they can either pick another character concept or prepare themselves for disappointment.
Because there is, in my mind, really only one important rule and that is that we need to be spending the large majority of our time as close as possible to the center point of the fun around which our playstyles balance. You are entitled to your character concept only insofar as it does not impinge on the overall fun of the group. Demanding more than that simply runs afoul of the "don't be a jerk" rule.
What about a sneaky thief who always wants to sneak ahead of the party and scout things out? We see threads about this kind of thing not infrequently around here where, because of the thief player, the group has to spend a bunch of time waiting while this PC has a short solo-adventure scouting the enemy and checking for traps while the remainder of the group twiddles their thumbs.
In a case like that, were I the GM, I'd try to get the player to agree that most of the time I'm going to keep it very brief and simply say, "You scout ahead and discover that it's a dead end corridor." or "You scout ahead, discover that there is a group of seven Troglodytes, one of them with a weird looking staff with feathers on it, and return to the group." I'd also tell them that once in a while we'll do a more in depth thing where his scouting will be vital to getting information that might make an encounter significantly more interesting to the rest of the group.
IF the player is fine with those baseline assumptions then great. If not then they can either pick another character concept or prepare themselves for disappointment.
Because there is, in my mind, really only one important rule and that is that we need to be spending the large majority of our time as close as possible to the center point of the fun around which our playstyles balance. You are entitled to your character concept only insofar as it does not impinge on the overall fun of the group. Demanding more than that simply runs afoul of the "don't be a jerk" rule.