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<blockquote data-quote="Janx" data-source="post: 5750968" data-attributes="member: 8835"><p>By all means, the situation can be fixed. Like you said, it can be explained away.</p><p></p><p>But if the OP continues with his behavior, his fellow players will resent him and ask him to leave.</p><p></p><p>This is why they tried talking to him after the game. Regardless of how sucessful their approach was (they may have fumbled that). There was clearly a disconnect in group expectations.</p><p></p><p>Here's the deal, everything I'm saying can of course vary from group to group. But until you KNOW the standards the group holds, you should follow best behavior guidelines. thus, until you KNOW how the game is actually playing out, don't assume what i say below is an exception. Assume it is the rule until verified otherwise.</p><p></p><ul> <li data-xf-list-type="ul">GMs consider NPCs to be the same as PCs. They generally hate it when PCs think it's OK to treat them like crap.</li> <li data-xf-list-type="ul">Groups need to stick together, that means you may NOT get to do what you wanted to do if the group doesn't want to do it</li> <li data-xf-list-type="ul">Do not violate the social mores of the group with your PCs actions</li> <li data-xf-list-type="ul">Do not assume this new campaign is played like your last campaign with the same people</li> </ul><p></p><p>Let me make it clear, there are plenty of groups that don't follow these tips. But if you don't KNOW that by watching them, you should not assume you can do whatever the smurf you want. </p><p></p><p>By following these tips, you should not offend any reasonable person. Once you've seen how the group rolls on these points. Additionally, to get the game rolling, it helps that you DO cooperate. </p><p></p><p> Once you get some traction, then it might make sense to test a boundary.</p><p></p><p>But never start a new game, break all these guidelines and then call it "I was just playing my character"</p><p></p><p>The reason is that attitude justifies jerky behavior toward your friends, not just characters in a game.</p><p></p><p>Additionally, you've violated through meta-gaming the principle of group selection. With REAL people in the same story situation, they would have avoided such a jerky person. But because you are a player at the table, you are given a free pass to smuggle a jerk into the party and now you put them in the social awkward situation of what to do about their friend who is acting like a jerk.</p><p></p><p>This is where you got mad at me for saying my PC would probably kill yours because of your actions.</p><p></p><p>By becoming a direct threat to the party (and my PC) you put me in the conflict of how to handle a dangerous threat (your PC) and my fellow player.</p><p></p><p>Think about it. You got mad at me. How do you think your fellow players at that table felt about you. You initiated an inter-party conflict that makes them have to consider killing your PC. They should be furious at you.</p><p></p><p>The fact that your actions caused people to be angry with you, and consider killing your PC should be what gives you pause to reflect.</p><p></p><p>Now I do recognize, that you were frustrated with not getting to pursue your airport idea. And being stuck in a box and having the party argue adnauseum and never take any action does suck.</p><p></p><p>The better RPG challenge in that situation is how do you get the group to take action and not attack the group?</p><p></p><p>Improving your own personal persuasion skills might help.</p><p></p><p>Or taking an action that doesn't assault the group, but initiates some action (this is where many impulsive players charge in, while the rest of the party debates).</p><p></p><p>It certainly would have been easy, with as many NPCs as there were to say "We've been sitting here doing nothing for too long. It's not going to get better. Some of you have got to see that. I'm going to break on through and get out of this box. Who's with me?" Get a head count, and then do it. The rest of the party is free to close and secure the door after your group leaves.</p></blockquote><p></p>
[QUOTE="Janx, post: 5750968, member: 8835"] By all means, the situation can be fixed. Like you said, it can be explained away. But if the OP continues with his behavior, his fellow players will resent him and ask him to leave. This is why they tried talking to him after the game. Regardless of how sucessful their approach was (they may have fumbled that). There was clearly a disconnect in group expectations. Here's the deal, everything I'm saying can of course vary from group to group. But until you KNOW the standards the group holds, you should follow best behavior guidelines. thus, until you KNOW how the game is actually playing out, don't assume what i say below is an exception. Assume it is the rule until verified otherwise. [LIST] [*]GMs consider NPCs to be the same as PCs. They generally hate it when PCs think it's OK to treat them like crap. [*]Groups need to stick together, that means you may NOT get to do what you wanted to do if the group doesn't want to do it [*]Do not violate the social mores of the group with your PCs actions [*]Do not assume this new campaign is played like your last campaign with the same people [/LIST] Let me make it clear, there are plenty of groups that don't follow these tips. But if you don't KNOW that by watching them, you should not assume you can do whatever the smurf you want. By following these tips, you should not offend any reasonable person. Once you've seen how the group rolls on these points. Additionally, to get the game rolling, it helps that you DO cooperate. Once you get some traction, then it might make sense to test a boundary. But never start a new game, break all these guidelines and then call it "I was just playing my character" The reason is that attitude justifies jerky behavior toward your friends, not just characters in a game. Additionally, you've violated through meta-gaming the principle of group selection. With REAL people in the same story situation, they would have avoided such a jerky person. But because you are a player at the table, you are given a free pass to smuggle a jerk into the party and now you put them in the social awkward situation of what to do about their friend who is acting like a jerk. This is where you got mad at me for saying my PC would probably kill yours because of your actions. By becoming a direct threat to the party (and my PC) you put me in the conflict of how to handle a dangerous threat (your PC) and my fellow player. Think about it. You got mad at me. How do you think your fellow players at that table felt about you. You initiated an inter-party conflict that makes them have to consider killing your PC. They should be furious at you. The fact that your actions caused people to be angry with you, and consider killing your PC should be what gives you pause to reflect. Now I do recognize, that you were frustrated with not getting to pursue your airport idea. And being stuck in a box and having the party argue adnauseum and never take any action does suck. The better RPG challenge in that situation is how do you get the group to take action and not attack the group? Improving your own personal persuasion skills might help. Or taking an action that doesn't assault the group, but initiates some action (this is where many impulsive players charge in, while the rest of the party debates). It certainly would have been easy, with as many NPCs as there were to say "We've been sitting here doing nothing for too long. It's not going to get better. Some of you have got to see that. I'm going to break on through and get out of this box. Who's with me?" Get a head count, and then do it. The rest of the party is free to close and secure the door after your group leaves. [/QUOTE]
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