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[True/False] There is a point in every campaign when the PCs come to blows.
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<blockquote data-quote="ejja_1" data-source="post: 4532587" data-attributes="member: 7880"><p>In the game I currently play in we have raised our voices and argued at the table, but we never came to blows in or out of the game. We have even gone so far as to tell each other that if your character proceeds to do whatever it is they are planning that we won't support it our have any part in it. As an example in our most recent adventure we are in an underground area known to be an old abandoned dwarven citidel. We had just finished getting our tails kicked by an Iron golem, and half the party was low on hp and the other low on spells. We needed to rest and had chosen an out of the way room with one entrance/exit and started setting up watchs and such. The party rogue does not agree with our choice of rooms and wants to go back to a previous area we had been in that was guarded by a good aligned and friendly gaurdian. However per the constructs original orders it was not allowed to let any dwarf pass it into the area we had come from originally. So while it would let us pass the way we came into the area we were presently in, it would not let us return back that way with the dwarf in our party. The rouge voted to split the party so that we could be guarded by the guardian, and leave the dwarf to fend for himself. The rest of the party looked at him as one and said no, and that if he wanted that it was fine but he went his way alone. </p><p>Again outside the game voices were raised but it all ended agreeably.</p><p></p><p>The last time I can remember inter party conflict outside of a setting where we were actually pitted against one another for the game, would have to be all the way back in grade school about age 7.</p></blockquote><p></p>
[QUOTE="ejja_1, post: 4532587, member: 7880"] In the game I currently play in we have raised our voices and argued at the table, but we never came to blows in or out of the game. We have even gone so far as to tell each other that if your character proceeds to do whatever it is they are planning that we won't support it our have any part in it. As an example in our most recent adventure we are in an underground area known to be an old abandoned dwarven citidel. We had just finished getting our tails kicked by an Iron golem, and half the party was low on hp and the other low on spells. We needed to rest and had chosen an out of the way room with one entrance/exit and started setting up watchs and such. The party rogue does not agree with our choice of rooms and wants to go back to a previous area we had been in that was guarded by a good aligned and friendly gaurdian. However per the constructs original orders it was not allowed to let any dwarf pass it into the area we had come from originally. So while it would let us pass the way we came into the area we were presently in, it would not let us return back that way with the dwarf in our party. The rouge voted to split the party so that we could be guarded by the guardian, and leave the dwarf to fend for himself. The rest of the party looked at him as one and said no, and that if he wanted that it was fine but he went his way alone. Again outside the game voices were raised but it all ended agreeably. The last time I can remember inter party conflict outside of a setting where we were actually pitted against one another for the game, would have to be all the way back in grade school about age 7. [/QUOTE]
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[True/False] There is a point in every campaign when the PCs come to blows.
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