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<blockquote data-quote="Nagol" data-source="post: 5580876" data-attributes="member: 23935"><p>Which gets very difficult if the players are playing at cross-purposes or at least not agreed on accepting the same campaign style.</p><p></p><p>Rogue player has character kill goodie-two-shoes in town and other player characters turn him in. He wriggles free through GM intervention and can continue to engage the world through clandestine operations as a fugitive on the run a la <em>The A Team</em>, <em>The Hulk</em>, or <em>The Fugitive</em>. Other players want no part of that play style. Who wins?</p><p></p><ul> <li data-xf-list-type="ul">The GM could run the two separate campaigns in the same timeslot only by compromising the enjoyment of everyone.</li> <li data-xf-list-type="ul">The GM could bend the suspension of disbelief at the table by ignoring the player choices, consequences, and current situation and have the murder and fallout be ignored by the environment. </li> <li data-xf-list-type="ul">The GM could whisk all the characters somewhere far away with little hope to return where the PCs have to rely on one another to survive while sacrificing his and the rest of the group's attachment to the established milieu. </li> <li data-xf-list-type="ul">The other players could roll their eyes and surrender their choices and have thier characters join the fugitive. </li> <li data-xf-list-type="ul">The rogue player could be forced to not engage the game world with that character as the culture's justice is meted out.</li> </ul><p></p><p>At some point there has to be a reckoning between the group as to what sort of game is being played.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5580876, member: 23935"] Which gets very difficult if the players are playing at cross-purposes or at least not agreed on accepting the same campaign style. Rogue player has character kill goodie-two-shoes in town and other player characters turn him in. He wriggles free through GM intervention and can continue to engage the world through clandestine operations as a fugitive on the run a la [I]The A Team[/I], [I]The Hulk[/I], or [I]The Fugitive[/I]. Other players want no part of that play style. Who wins? [LIST] [*]The GM could run the two separate campaigns in the same timeslot only by compromising the enjoyment of everyone. [*]The GM could bend the suspension of disbelief at the table by ignoring the player choices, consequences, and current situation and have the murder and fallout be ignored by the environment. [*]The GM could whisk all the characters somewhere far away with little hope to return where the PCs have to rely on one another to survive while sacrificing his and the rest of the group's attachment to the established milieu. [*]The other players could roll their eyes and surrender their choices and have thier characters join the fugitive. [*]The rogue player could be forced to not engage the game world with that character as the culture's justice is meted out. [/LIST] At some point there has to be a reckoning between the group as to what sort of game is being played. [/QUOTE]
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