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The DM did IMPURE things to my PC!
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<blockquote data-quote="BSF" data-source="post: 2051301" data-attributes="member: 13098"><p>Ouch.  Sorry to hear that.  Obviously his 'playstyle' is different from yours.  I'd call it a wash and sit this campaign out.  Come back when the group is playing something more along the lines of what you are looking for in a game.</p><p></p><p>Rimple Serf, </p><p>A charm effect is one thing.  Forcing a change on a Player to play the PC in a way that is different is an entirely different thing.  Yes, a failed save might mean death or petrification, or even short term mind effects.  In the case of death and petrification, you are not forcing the player to play a PC he no longer wants to play.   (The opposite actually, you are forcing the player to no longer play a PC he did want to play.)  A mind effect is a short term issue.  Even those effects usually have limitations that don't completely supercede free will.  The PC treats the caster as a friend is the classic from D&D Charm Person.  </p><p></p><p>See, it doesn't matter how good a roleplayer the player is.  If the character concept is something he doesn't want to play, the GM shouldn't make him play it.  The game is still just a game.  Why play a game when you aren't enjoying it?</p><p></p><p>For the record, I have run games where I twisted player backgrounds into something unexpected.  I have run events that had tragic results for PCs.  I have provided in-character dark temptations to give PCs an opportunity to embrace the darkness, or to rebuke it.  I have seen PCs slowly turn to evil, all the while making sure the party paladin never catches them in a Detect Evil cone.  But even then, the player made the choices for the PC.  Even when the PC decided that things had become too 'hot' and split, I allowed the player to create a new PC and join the group.  The player had fun poking into the dark side of things, but decided he wanted to play a good character again.  No big deal.</p></blockquote><p></p>
[QUOTE="BSF, post: 2051301, member: 13098"] Ouch. Sorry to hear that. Obviously his 'playstyle' is different from yours. I'd call it a wash and sit this campaign out. Come back when the group is playing something more along the lines of what you are looking for in a game. Rimple Serf, A charm effect is one thing. Forcing a change on a Player to play the PC in a way that is different is an entirely different thing. Yes, a failed save might mean death or petrification, or even short term mind effects. In the case of death and petrification, you are not forcing the player to play a PC he no longer wants to play. (The opposite actually, you are forcing the player to no longer play a PC he did want to play.) A mind effect is a short term issue. Even those effects usually have limitations that don't completely supercede free will. The PC treats the caster as a friend is the classic from D&D Charm Person. See, it doesn't matter how good a roleplayer the player is. If the character concept is something he doesn't want to play, the GM shouldn't make him play it. The game is still just a game. Why play a game when you aren't enjoying it? For the record, I have run games where I twisted player backgrounds into something unexpected. I have run events that had tragic results for PCs. I have provided in-character dark temptations to give PCs an opportunity to embrace the darkness, or to rebuke it. I have seen PCs slowly turn to evil, all the while making sure the party paladin never catches them in a Detect Evil cone. But even then, the player made the choices for the PC. Even when the PC decided that things had become too 'hot' and split, I allowed the player to create a new PC and join the group. The player had fun poking into the dark side of things, but decided he wanted to play a good character again. No big deal. [/QUOTE]
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