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<blockquote data-quote="boxstop7" data-source="post: 472877" data-attributes="member: 8804"><p>In our current campaign, I had a ranger/sorcerer who tried to escape an entrapment situation by throwing a fallen foe into the flaming barricade the enemy has set up at the mouth of the cave in which my party and I were trapped. My intent was to smash or knock the barricade over, giving us a route out. The DM (and indeed the rest of the party) thought I was simply throwing the body onto the fire. I was knocked unconcsious in the fight, and when I awoke our cleric said that he could no longer offer me healing until I atoned for my actions. The monk in the party wouldn't talk to my character any longer. I was growing dissatisfied with the situation, and I was rapidly becoming the outsider (the group left me behind to heal from injuries while they went on a quest given by our captors). Our DM sensed this, and once we escaped, he offered me a way out: one night on watch, my character spotted movement in the brush. My ranger was approached by a gold dragon in disguise who offered to send me home to my family and friends, and the party would never know what happened, only that I was safe and they need not worry. </p><p></p><p>Moral of the story: try to come up with some way to amicably resolve their discontent. Prior to being sent home, I had begun trying to kill off my character. The DM knew something was wrong. If you want to keep your players happy, there is a way to do it. Just look for a game or plot device that would allow them a quick out. Maybe they get an offer from a wealthy merchant to escort his goods across the sea, for a quick (and crappy) example. But try to keep the players happy. If everyone's happy, the game will roll along much, much better.</p><p></p><p>~ Box</p></blockquote><p></p>
[QUOTE="boxstop7, post: 472877, member: 8804"] In our current campaign, I had a ranger/sorcerer who tried to escape an entrapment situation by throwing a fallen foe into the flaming barricade the enemy has set up at the mouth of the cave in which my party and I were trapped. My intent was to smash or knock the barricade over, giving us a route out. The DM (and indeed the rest of the party) thought I was simply throwing the body onto the fire. I was knocked unconcsious in the fight, and when I awoke our cleric said that he could no longer offer me healing until I atoned for my actions. The monk in the party wouldn't talk to my character any longer. I was growing dissatisfied with the situation, and I was rapidly becoming the outsider (the group left me behind to heal from injuries while they went on a quest given by our captors). Our DM sensed this, and once we escaped, he offered me a way out: one night on watch, my character spotted movement in the brush. My ranger was approached by a gold dragon in disguise who offered to send me home to my family and friends, and the party would never know what happened, only that I was safe and they need not worry. Moral of the story: try to come up with some way to amicably resolve their discontent. Prior to being sent home, I had begun trying to kill off my character. The DM knew something was wrong. If you want to keep your players happy, there is a way to do it. Just look for a game or plot device that would allow them a quick out. Maybe they get an offer from a wealthy merchant to escort his goods across the sea, for a quick (and crappy) example. But try to keep the players happy. If everyone's happy, the game will roll along much, much better. ~ Box [/QUOTE]
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