DonTadow said:It was such a cliche dungeons and dragons trap.
There's your problem there...I expect she was calling you out for such a cheesy trap, or maybe hoping/expecting you to actually do something different here...
DonTadow said:It was such a cliche dungeons and dragons trap.
By this do you mean you wouldn't have an issue with her reading the non-plot posts about her play, her decisions, how stupid she is, called her your gilligan and such?DonTadow said:Just for simple plot reasons I'd object to any of my players reading this forum.
Actually i am more assuming your focus is about the things you keep bringing up here.DonTadow said:You seem to be assuming I don't put in elements that fit her playing style , and they are there.
its UNFAIR to keep a player around as a second class citizen because you like the other things you get from her. USING her to keep the hubby playing and keep hot snacks coming while at the same time behind her back lambasting her and refusing to...DonTadow said:But, as others have also stated, I will not change other things in the campaign that fit others playing styles to appease hers. If she keeps going through characters, yes, I will definately be moving her backgrounds to second class character status and they won't play as much a factor in overlaying plots. Why? because its silly to spend my time on a character that is going to find a way to kill itself in two or three weeks.
and she chose the one you label stupid, for different reasons than you would have used, and so she becomes the "when she's not looking lets call her stupid on the internet" rant fodder cuz you want to keep her hubby and snacks?DonTadow said:You also say that I am mad at her because she is not doing what i want her to do. Now, say I have a left, right and up direction and she goes left. Now, if i get mad that she didn't go up as i wanted, it would be fair to say that.
But, she had a multitude of options on that board. This was a huge map. The whole map was predrawn the minute hte pcs were put on the map and I didn't cover up anything. There were plenty of places to go and do.
thats a perfectly fine assumption for a PARTICULAR play style.DonTadow said:I would think that its not asking for much from a pc if they play their characters cautiously.
DonTadow said:but the campaign is what it is
thats the main point of disagreement betwee us.DonTadow said:but the point is that Ib built a group and I do what I have to do to keep it together. That's my main goal. Making the players happy is a priority. But youcan't make everyone happy, so I include and run elements that make the majority of the people happy while inputting encoutners here and there to fit other players niches.
DonTadow said:You are right to say that her actions have a campaign home some world. Any campaign that would appease her antics would turn into a situation comedy as opposed to the dragon lance novels you speak of. I could see a warrior running fearlessly through a pentagram. But I don't see wa warrior saying "wheee" and jumping in the center of it. Maybe in "Dork Tower".
swrushing said:thats the main point of disagreement betwee us.
certainly, there are people i cannot ake happy in my games too, but that means to me "i don't have them in my games" not that i keep them around and put them into a "players i don't need to make happy" category. I cannot see keeping "the majority happy" as fulfilling my obligations.
actually, IMX, when dealing with this type of player, i have found that with a little effort and a desire to find and use the right pulls and prods, you can script scenes which will draw her in without them being nonsensical. but the first step of that is for the Gm to accept that its not "stupid" but rather "differently motivated" and to work with those different motivations in mind rather than to just keep hoping she changes to your mindset. A Gm can construct scenarios nd scripts where "impulsive" doesn't lead to stupid, if he believes its worth bothering with.
you don't have to. but you do have to consider not using some things which are contrary to her style too.DonTadow said:But that's what you're missing. I keep saying that I put in encounters for her. As a matter of fact, in this very same session, there were two light hearted encounters featuring her character that she and the rest of the party enjoyed. But you can't turn your whole campaign into those types of shanigans.
absolutely.DonTadow said:I've read your other posts before swrushing, and it seems you put a lot in your characters and theri backgrounds.
I make EVERY PC a cetral part of the story.DonTadow said:if a character is consistently making risky moves in a game and going through characters, do you really risk making that character a central parto f the story.
there are things such as support characters, but in my games there are not support players.DonTadow said:I don't see any problem making sucha character a support player.
DonTadow said:Just as you say with a little effort you can make them a main character. I say with a little effort you can make support characters important without focusing on their history and background (as it will not last long).
I'm a big fan of that book (have two copies). It does not say change your campaign to fit one players style. What it says is make sure to include encounters to appease that player. As a matter of fact that theres an example where it states putting a whimisical encounter in there before a serious big battle so that the player can get it out their system.HeapThaumaturgist said:I'd definately suggest grabbing the DMG II and giving the first chapter two or three read throughs. It's basically an essential primer on businessplace psychology with a gamer spin, and something I think all DMs should be handed with their first module.
--fje
Sw... do you really have different reactions to encounters for every pc. This doesnt seem a bit fair and my players at least would resent hand holding particular players because they are more reckless. What you're suggesting is to instead make every encounter so that it is less dangerious for this player or create encoutners that react differently to each pc. One pc whom plays his character smart, its a deadly encounter. The other pc who plays it reckless its a bucket of monkeys encounter. I know my players at least woudl really hate (as they've already stated) this kind of favoritism. Danger should be equal to all pcs. There shouldn't be a handicapp on danger.Quote:
Originally Posted by DonTadow
But that's what you're missing. I keep saying that I put in encounters for her. As a matter of fact, in this very same session, there were two light hearted encounters featuring her character that she and the rest of the party enjoyed. But you can't turn your whole campaign into those types of shanigans.
you don't have to. but you do have to consider not using some things which are contrary to her style too.
three "throw her crumbs" flavor bits and one "ok so now she is dead" bit doesn't fit the bill.
thats why you keep ending up here with rants... your current approach isn't working as well as you would like.
Quote:
Originally Posted by DonTadow
I've read your other posts before swrushing, and it seems you put a lot in your characters and theri backgrounds.
absolutely.
Quote:
Originally Posted by DonTadow
if a character is consistently making risky moves in a game and going through characters, do you really risk making that character a central parto f the story.
I make EVERY PC a cetral part of the story.
if there is a disconnect between us thats creating over frequent PC death or other such problems I CHANGE MY DESIGN STYLE to address that and work with the player, not against her.
if, after all that, i find i cannot make it work, that due to my lack of Gming savvy or due to just irreconcilable differences in style I cannot keep that player with a character who is central to the story, THEN I LET THEM GO. I don't put them into "second class player" status and spend my time working on the players that i give a damn about.
Quote:
Originally Posted by DonTadow
I don't see any problem making sucha character a support player.
there are things such as support characters, but in my games there are not support players.
Quote:
Originally Posted by DonTadow
Just as you say with a little effort you can make them a main character. I say with a little effort you can make support characters important without focusing on their history and background (as it will not last long).
thats IMX fine for NPCs but not for PCs. INX players, maybe just the players i seek but i think its more broad than that, enjoy and deserve for their character to not be seen as disposable.
and again, if I cannot live up to that as a GM, I let them know and let them move on.
it seems a lot more upfront and forthright than to secretly drop them to second class status and rant about them when they are looking away.
DonTadow said:Sw... do you really have different reactions to encounters for every pc. This doesnt seem a bit fair and my players at least would resent hand holding particular players because they are more reckless. What you're suggesting is to instead make every encounter so that it is less dangerious for this player or create encoutners that react differently to each pc. One pc whom plays his character smart, its a deadly encounter. The other pc who plays it reckless its a bucket of monkeys encounter. I know my players at least woudl really hate (as they've already stated) this kind of favoritism. Danger should be equal to all pcs. There shouldn't be a handicapp on danger.