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Why do I alwaus get one player......
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<blockquote data-quote="NCSUCodeMonkey" data-source="post: 2440771" data-attributes="member: 2047"><p>Yeah, I've seen it happen before. We had a campaign once where the entire northern end of the setting had been corrupted/overtaken by an undead "all devourer" worm that spewed undead. The entire party knew that the entire point of the campaign was to wade through the masses of undead and destroy the worm. So one party member decides to play a rouge specalized in--yep, you guess it--sneak attack!</p><p></p><p>I could go on and list other examples, but I think there's usually more to it than a player trying to be "difficult," although it can certainly seem so from a DM's perspective. Players who play the same character over and over again are probably similar to the Specailist (from Robin Laws Rules of Gaming). The entire reason they are in the game is to play their vision of a particular character type. Sure, it can get annoying, but look on the upside: you know what to expect! All you have to do is allow for the possibility of their character type in the campaign and they'll be happy playing it out.</p><p></p><p>The players who come up with contrary ideas probably spend a lot of time thinking about a character concept that sounds cool to them, something that many players don't do enough of! The problem being that they probably had the concept in mind before the campaign was announced. They're just convinced that the idea is "so cool" that it won't matter that they don't belong in the setting. DMs get the advantage of choosing a setting that sounds cool to them, we sometimes forget that the players may have ideas that they're itching to try out as well. With players like this, I usually try to 1) work their idea in 2) defer the idea to a later campaign 3) let them play it, after all, if it's too far out there the character will probably go down in blazes during the first few minutes. I.e. a necromancer in the company of followers of Lathlander <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Of course, that's all conjecture. The players could do it just to be annoying or for 1,000 other reasons. However, I've found the above two situations to be most common IMCs.</p><p></p><p>NCSUCodeMonkey</p></blockquote><p></p>
[QUOTE="NCSUCodeMonkey, post: 2440771, member: 2047"] Yeah, I've seen it happen before. We had a campaign once where the entire northern end of the setting had been corrupted/overtaken by an undead "all devourer" worm that spewed undead. The entire party knew that the entire point of the campaign was to wade through the masses of undead and destroy the worm. So one party member decides to play a rouge specalized in--yep, you guess it--sneak attack! I could go on and list other examples, but I think there's usually more to it than a player trying to be "difficult," although it can certainly seem so from a DM's perspective. Players who play the same character over and over again are probably similar to the Specailist (from Robin Laws Rules of Gaming). The entire reason they are in the game is to play their vision of a particular character type. Sure, it can get annoying, but look on the upside: you know what to expect! All you have to do is allow for the possibility of their character type in the campaign and they'll be happy playing it out. The players who come up with contrary ideas probably spend a lot of time thinking about a character concept that sounds cool to them, something that many players don't do enough of! The problem being that they probably had the concept in mind before the campaign was announced. They're just convinced that the idea is "so cool" that it won't matter that they don't belong in the setting. DMs get the advantage of choosing a setting that sounds cool to them, we sometimes forget that the players may have ideas that they're itching to try out as well. With players like this, I usually try to 1) work their idea in 2) defer the idea to a later campaign 3) let them play it, after all, if it's too far out there the character will probably go down in blazes during the first few minutes. I.e. a necromancer in the company of followers of Lathlander :D Of course, that's all conjecture. The players could do it just to be annoying or for 1,000 other reasons. However, I've found the above two situations to be most common IMCs. NCSUCodeMonkey [/QUOTE]
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