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Stupidest things PCs/DMs have done
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<blockquote data-quote="SkredlitheOgre" data-source="post: 5697694" data-attributes="member: 99513"><p>A while ago, during a GURPS Supers campaign, my character had five levels of Super Flight, which I had figured out was faster than the speed of sound, though I don't remember the calculation off the top of my head. Anyway, another character was off the ship and called for help, as her location was under attack. I immediately run to the deck and take off, full speed. A minute later:</p><p></p><p>GM: Full speed, huh?</p><p>Me: Um. Yeah?</p><p>GM: Where are you going?</p><p>Me: To Chammie's place. She needs help.</p><p>GM: Right, but where IS that?</p><p>Me: ...Crap.</p><p></p><p>I had no idea where the place was, and after a full minute, I was several jillion miles away from anything. Thus, my character earned the quirk of not knowing which direction was which.</p><p></p><p>From the same campaign, another player had had personal issues with the GM (they lived in the same apartment), but things hadn't been too bad. Until this. The other player and I enter this mystic cave to meet an information source, which turned out to be a dragon. I was properly cowed. The other player was not.</p><p></p><p>GM: *gives information as dragon*</p><p>Me: Thank you.</p><p>Other Player: Is that everything?</p><p>GM: *as dragon* Yes.</p><p>OP: I shoot the dragon in the eye.</p><p>I slowly turn and look at the other player and then back at the GM.</p><p>Me: So, how fast do I reach top speed?</p><p>GM: *livid beyond anything I've seen from him since* Almost instantly.</p><p>Me: *nods* I punch (OP's character) in the head as hard as I can and fly like Hell.</p><p></p><p>The GM and OP get into a huge argument, since the OP was trying to ruin the campaign due to their personal issues. The rest of the players thanked the GM and walked out. When we reconvened two weeks later, there was no sign of OP and we learned he had moved out and none of us have seen him since.</p><p></p><p></p><p>In my current Pathfinder campaign, I have a player who recently quit because he "wasn't having fun anymore." I am totally willing to accept that as a reason for not wanting to play. The problem *I* had with him was that he would come up with these complex (usually) plans, but not <em>share them with the rest of the party, including me, the DM,</em> so the party was forced to react to not only enemies, but also these seemingly random plans. Case in point:</p><p></p><p>This player, playing a Elven rogue/sorcerer, and the rest of the group were making their way through this giant underground mausoleum/cave system. They had been following the trail of a wizard who seemed to have a thing for minotaurs. By that, I mean he used minotaurs as henchmen. I created the 'final showdown' thinking that there was the wizard, his two goblin cronies, the minotaur with a template, and a snake-thingie. There were five party members and the two goblins were considered unimportant in the grand scheme. So, I built this minotaur with the thought that the fighter (the only melee class in the group) and the rouge/sorcerer would team up on the minotaur and the other three (a bard, a cleric, and a cleric/wizard) would handle the wizard and the snake-thingie. Instead, the the rogue/sorcerer backs himself into a corner of the room, casts some spell or the other to let him see in magical darkness, and then casts <em>darkness </em>centered on himself, effectively cutting the room in half. None of the other characters can see in magical darkness. The fighter and the minotaur are slugging it out, with the one of the two clerics keeping by her in order to keep her up and moving and flanking the minotaur. The bard is moving toward melee combat with the wizard, and the snake-thingie is being vaguely assaulted by the cleric/wizard. Instead of helping out, the rogue/sorcerer sits in his corner of darkness, ineffectually firing arrows.</p><p></p><p>This character is the same guy who will laugh evilly when he comes up with a plan, refuses to tell us about it, and then because most everyone else goes before him in combat, is pissed because his beautiful plan is ruined. I tried to explain to him that if he told us what the plan was, we could make it work, but he just moved on to the next plan that he wouldn't tell us about.</p><p></p><p>He finally quit the group after out last encounter (same group, different DM), which was the barbarian and the monk (me), valiantly trying to kill some ogres/ogrekin (we're playing Rise of the Runelords), while the rogue is tumbling around and flanking/backstabbing whenever possible. This guy is playing a 6th level halfling druid who rides a tiger (or something) and instead of turning into a bear (or something) or moving into melee or summoning some assistance, sat well away from the building using a wand of magic missle. Needless to say, we weren't that broken up about him leaving.</p></blockquote><p></p>
[QUOTE="SkredlitheOgre, post: 5697694, member: 99513"] A while ago, during a GURPS Supers campaign, my character had five levels of Super Flight, which I had figured out was faster than the speed of sound, though I don't remember the calculation off the top of my head. Anyway, another character was off the ship and called for help, as her location was under attack. I immediately run to the deck and take off, full speed. A minute later: GM: Full speed, huh? Me: Um. Yeah? GM: Where are you going? Me: To Chammie's place. She needs help. GM: Right, but where IS that? Me: ...Crap. I had no idea where the place was, and after a full minute, I was several jillion miles away from anything. Thus, my character earned the quirk of not knowing which direction was which. From the same campaign, another player had had personal issues with the GM (they lived in the same apartment), but things hadn't been too bad. Until this. The other player and I enter this mystic cave to meet an information source, which turned out to be a dragon. I was properly cowed. The other player was not. GM: *gives information as dragon* Me: Thank you. Other Player: Is that everything? GM: *as dragon* Yes. OP: I shoot the dragon in the eye. I slowly turn and look at the other player and then back at the GM. Me: So, how fast do I reach top speed? GM: *livid beyond anything I've seen from him since* Almost instantly. Me: *nods* I punch (OP's character) in the head as hard as I can and fly like Hell. The GM and OP get into a huge argument, since the OP was trying to ruin the campaign due to their personal issues. The rest of the players thanked the GM and walked out. When we reconvened two weeks later, there was no sign of OP and we learned he had moved out and none of us have seen him since. In my current Pathfinder campaign, I have a player who recently quit because he "wasn't having fun anymore." I am totally willing to accept that as a reason for not wanting to play. The problem *I* had with him was that he would come up with these complex (usually) plans, but not [I]share them with the rest of the party, including me, the DM,[/I] so the party was forced to react to not only enemies, but also these seemingly random plans. Case in point: This player, playing a Elven rogue/sorcerer, and the rest of the group were making their way through this giant underground mausoleum/cave system. They had been following the trail of a wizard who seemed to have a thing for minotaurs. By that, I mean he used minotaurs as henchmen. I created the 'final showdown' thinking that there was the wizard, his two goblin cronies, the minotaur with a template, and a snake-thingie. There were five party members and the two goblins were considered unimportant in the grand scheme. So, I built this minotaur with the thought that the fighter (the only melee class in the group) and the rouge/sorcerer would team up on the minotaur and the other three (a bard, a cleric, and a cleric/wizard) would handle the wizard and the snake-thingie. Instead, the the rogue/sorcerer backs himself into a corner of the room, casts some spell or the other to let him see in magical darkness, and then casts [I]darkness [/I]centered on himself, effectively cutting the room in half. None of the other characters can see in magical darkness. The fighter and the minotaur are slugging it out, with the one of the two clerics keeping by her in order to keep her up and moving and flanking the minotaur. The bard is moving toward melee combat with the wizard, and the snake-thingie is being vaguely assaulted by the cleric/wizard. Instead of helping out, the rogue/sorcerer sits in his corner of darkness, ineffectually firing arrows. This character is the same guy who will laugh evilly when he comes up with a plan, refuses to tell us about it, and then because most everyone else goes before him in combat, is pissed because his beautiful plan is ruined. I tried to explain to him that if he told us what the plan was, we could make it work, but he just moved on to the next plan that he wouldn't tell us about. He finally quit the group after out last encounter (same group, different DM), which was the barbarian and the monk (me), valiantly trying to kill some ogres/ogrekin (we're playing Rise of the Runelords), while the rogue is tumbling around and flanking/backstabbing whenever possible. This guy is playing a 6th level halfling druid who rides a tiger (or something) and instead of turning into a bear (or something) or moving into melee or summoning some assistance, sat well away from the building using a wand of magic missle. Needless to say, we weren't that broken up about him leaving. [/QUOTE]
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