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So I was more or less kicked out of my D&D group
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<blockquote data-quote="Pielorinho" data-source="post: 667253" data-attributes="member: 259"><p>Too bad. Miss Manners says there are two excuses for missing a social engagement: the death of a close family member, or your own death. "Wanting a quiet evening at home" doesn't qualify.</p><p></p><p>This is my pet peeve. While some of my adventures don't spotlight particular characters, I do try to arrange storylines so that every PC gets a chance to shine. One session might involve the cleric making a difficult choice between his God and his family. Another evening might be a chance for the shadowdancer to learn more about the mysterious founder of her school of fighting. On a third evening, the adventure might take the shape of the wizard's old rivals showing up in town and raising Cain.</p><p></p><p>I do this because I think it's fun for the players. And when a player cancels on me at the last minute for a crappy reason (and "I have too much homework" is a crappy reason -- wanting a quiet evening at home is a downright sucky reason), it can ruin my plans for the evening, ruin the scenes and the plot advancement and the stats I've written up and everything.</p><p></p><p><strong>DarkCrisis</strong>, your DM didn't handle your ill behavior with grace or aplomb. But you should consider the following things in the future:</p><p>* In a social situation, pay attention to other folks' cues. If they're annoyed at you for not paying attention, try paying attention.</p><p>* Once you make a social commitment, backing out is weaselly and uberlame. Keep the commitment unless somebody dies. If you MUST cancel it, do so with as much notice as you can. (e.g., if your grandmother dies on Sunday, call on Sunday to cancel your Wednesday game).</p><p>* In many RPG groups (mine included), player-knowledge and character-knowledge are kept separate. The characters don't know that the new forsaker is played by the same guy who played the dead rogue; the players therefore would be perilously close to cheating if they gave all the rogue's loot to the forsaker.</p><p>* In many RPG groups (mine included), people with new characters enter at a lower level than folks with current characters. This is a small reward for people who help story continuity by keeping the same character over the long haul.</p><p>* In many RPG groups (mine included), people are expected to create characters that can work well within the group. Your choice of a Forsaker may have been inadvertent; once you realized that you weren't going to be able to participate in the group, it would've been a good idea to create a different PC.</p><p></p><p>I'm sorry you had such an unpleasant experience. I do think that you can make some changes in your gaming behavior that'll help you avoid such experiences in the future.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 667253, member: 259"] Too bad. Miss Manners says there are two excuses for missing a social engagement: the death of a close family member, or your own death. "Wanting a quiet evening at home" doesn't qualify. This is my pet peeve. While some of my adventures don't spotlight particular characters, I do try to arrange storylines so that every PC gets a chance to shine. One session might involve the cleric making a difficult choice between his God and his family. Another evening might be a chance for the shadowdancer to learn more about the mysterious founder of her school of fighting. On a third evening, the adventure might take the shape of the wizard's old rivals showing up in town and raising Cain. I do this because I think it's fun for the players. And when a player cancels on me at the last minute for a crappy reason (and "I have too much homework" is a crappy reason -- wanting a quiet evening at home is a downright sucky reason), it can ruin my plans for the evening, ruin the scenes and the plot advancement and the stats I've written up and everything. [b]DarkCrisis[/b], your DM didn't handle your ill behavior with grace or aplomb. But you should consider the following things in the future: * In a social situation, pay attention to other folks' cues. If they're annoyed at you for not paying attention, try paying attention. * Once you make a social commitment, backing out is weaselly and uberlame. Keep the commitment unless somebody dies. If you MUST cancel it, do so with as much notice as you can. (e.g., if your grandmother dies on Sunday, call on Sunday to cancel your Wednesday game). * In many RPG groups (mine included), player-knowledge and character-knowledge are kept separate. The characters don't know that the new forsaker is played by the same guy who played the dead rogue; the players therefore would be perilously close to cheating if they gave all the rogue's loot to the forsaker. * In many RPG groups (mine included), people with new characters enter at a lower level than folks with current characters. This is a small reward for people who help story continuity by keeping the same character over the long haul. * In many RPG groups (mine included), people are expected to create characters that can work well within the group. Your choice of a Forsaker may have been inadvertent; once you realized that you weren't going to be able to participate in the group, it would've been a good idea to create a different PC. I'm sorry you had such an unpleasant experience. I do think that you can make some changes in your gaming behavior that'll help you avoid such experiences in the future. Daniel [/QUOTE]
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So I was more or less kicked out of my D&D group
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