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The druid is not fighting!!! LONG!
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<blockquote data-quote="Lord Pendragon" data-source="post: 896497" data-attributes="member: 707"><p><strong>Really.</strong></p><p></p><p>In a past campaign, we had a fighter/mage, a rogue, a ranger, and a gnome druid. Our druid was also a bit...unusual, but mostly it was eccentricity.</p><p></p><p>He liked to cast <em>Create Water</em> over foe's heads. Or friends', if they irritated him.</p><p></p><p>He liked to collect toilet paper from the dungeons we visited.</p><p></p><p>He sometimes liked to dress up in a tutu.</p><p></p><p>Now the fighter/mage was a militant young man raised in a Spartan demon-fighting city. A no-nonsense kind of guy. And right from the start, he and the druid were...less than best friends. And if it had stayed at that level, it would have been fine. The fighter/mage didn't really <em>like</em> the druid, but he could still travel with him. Even if he did get wet sometimes.</p><p></p><p>But when the druid's actions started to endanger the group, the druid crossed a line. The fighter/mage's player told the DM, "my character would never travel with a guy like this! My character is being put in danger, and his mission put at risk, all the time. Why does my character have to travel with him?"</p><p></p><p>And the DM realized it was a valid point. The druid--roleplaying well--had created a certain situation where, if the other players were allowed to roleplay as well, there would be conflict. And there was.</p><p></p><p>After that, in character, the ranger (who had finally also had enough,) took the druid aside and explained that enough was enough. The druid was a great companion, but if he kept endangering the party, they would have to leave him behind. And the druid did shape up. He was still a crazy-arsed gnome, but he held himself back if it would endanger his friends.</p><p></p><p>I suggest that you take the same tact with your druid. Let it play out in character, and warn the druid player that the other players are allowed to roleplay their PCs' natural responses to his actions. And if the entire party decides to leave the druid at the inn one night, the player will have to roll up a new character.</p><p></p><p>Then it's up to the druid, in character, as to whether he becomes more assertive, or goes off to adventure on his own. And it's up to the player whether he wants to keep playing a hesitant druid--perhaps learning to become more aggressive--or create a new character with a different mindset.</p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 896497, member: 707"] [b]Really.[/b] In a past campaign, we had a fighter/mage, a rogue, a ranger, and a gnome druid. Our druid was also a bit...unusual, but mostly it was eccentricity. He liked to cast [i]Create Water[/i] over foe's heads. Or friends', if they irritated him. He liked to collect toilet paper from the dungeons we visited. He sometimes liked to dress up in a tutu. Now the fighter/mage was a militant young man raised in a Spartan demon-fighting city. A no-nonsense kind of guy. And right from the start, he and the druid were...less than best friends. And if it had stayed at that level, it would have been fine. The fighter/mage didn't really [i]like[/i] the druid, but he could still travel with him. Even if he did get wet sometimes. But when the druid's actions started to endanger the group, the druid crossed a line. The fighter/mage's player told the DM, "my character would never travel with a guy like this! My character is being put in danger, and his mission put at risk, all the time. Why does my character have to travel with him?" And the DM realized it was a valid point. The druid--roleplaying well--had created a certain situation where, if the other players were allowed to roleplay as well, there would be conflict. And there was. After that, in character, the ranger (who had finally also had enough,) took the druid aside and explained that enough was enough. The druid was a great companion, but if he kept endangering the party, they would have to leave him behind. And the druid did shape up. He was still a crazy-arsed gnome, but he held himself back if it would endanger his friends. I suggest that you take the same tact with your druid. Let it play out in character, and warn the druid player that the other players are allowed to roleplay their PCs' natural responses to his actions. And if the entire party decides to leave the druid at the inn one night, the player will have to roll up a new character. Then it's up to the druid, in character, as to whether he becomes more assertive, or goes off to adventure on his own. And it's up to the player whether he wants to keep playing a hesitant druid--perhaps learning to become more aggressive--or create a new character with a different mindset. [/QUOTE]
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The druid is not fighting!!! LONG!
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