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Community
General Tabletop Discussion
*Dungeons & Dragons
What are your reasons for doing something because "It's what my character would do"?
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<blockquote data-quote="Lanefan" data-source="post: 9799036" data-attributes="member: 29398"><p>Oh, sure.</p><p></p><p>What's different, perhaps, between my view and that of the general community is that I'm usually fine with so-called disruptive play <em>as long as it stays in character</em>, because if it's what the character would do then it's what the character should be doing.</p><p></p><p>If-when it comes out of character and starts causing arguments at the table, that's when the hammer comes down - but it comes down on the out-of-character arguing and-or metagaming, not the in-character actions. This includes if-when a player has a character act in ways not true to itself in order to push an out-of-game agenda, which is usually pretty obvious when it happens.</p><p></p><p>IMO by far the best place to solve in-character problems and issues is in character.</p><p></p><p>I should note that in all cases I'm assuming play among friends here who already know each other.</p><p></p><p>I say it is if it suits in the moment the character being played.</p><p></p><p>I disagree that any kind of character personality should ever be off the table, as in banned before it starts; because that's the DM telling me how to play my character which is something that, as a player, I find flat-out unacceptable. A DM tells me I can't play an evil character? Whether or not I had any intention of playing anything the least bit evil in that game, I tell that DM to sod off just on principle.</p><p></p><p>It's on the group in-character to decide what to do about the potentially-unwelcome addition to the party, which can often include denying the character admission to the party (round here it's Paladins usually get that reception, or close).</p><p></p><p>Long experience with such anything-goes campaigns tells me there's usually a very gonzo (and greatly entertaining for all!) shake-down period at the start, after which things largely tend to settle down.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9799036, member: 29398"] Oh, sure. What's different, perhaps, between my view and that of the general community is that I'm usually fine with so-called disruptive play [I]as long as it stays in character[/I], because if it's what the character would do then it's what the character should be doing. If-when it comes out of character and starts causing arguments at the table, that's when the hammer comes down - but it comes down on the out-of-character arguing and-or metagaming, not the in-character actions. This includes if-when a player has a character act in ways not true to itself in order to push an out-of-game agenda, which is usually pretty obvious when it happens. IMO by far the best place to solve in-character problems and issues is in character. I should note that in all cases I'm assuming play among friends here who already know each other. I say it is if it suits in the moment the character being played. I disagree that any kind of character personality should ever be off the table, as in banned before it starts; because that's the DM telling me how to play my character which is something that, as a player, I find flat-out unacceptable. A DM tells me I can't play an evil character? Whether or not I had any intention of playing anything the least bit evil in that game, I tell that DM to sod off just on principle. It's on the group in-character to decide what to do about the potentially-unwelcome addition to the party, which can often include denying the character admission to the party (round here it's Paladins usually get that reception, or close). Long experience with such anything-goes campaigns tells me there's usually a very gonzo (and greatly entertaining for all!) shake-down period at the start, after which things largely tend to settle down. [/QUOTE]
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What are your reasons for doing something because "It's what my character would do"?
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