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<blockquote data-quote="Raven Crowking" data-source="post: 4561891" data-attributes="member: 18280"><p>Not at all. The motive of the player doesn't come into it, IMHO -- he is either willing to play in the campaign the DM sets up or he is not. If he is not, the DM is not required to figure out <em><strong>why</strong></em>.</p><p></p><p>This is at least partly because the DM has a responsibility to the other folks at the table, as well as to himself. If you have 5 players, plus yourself, and one of them is making the game unfun for the others, then that person either needs to change or to seek a game more to his tastes. <em><strong>Why</strong></em> that person is making the game unfun doesn't enter into the picture at all in most cases.</p><p></p><p>Yes, if the guy just had a death in the family, or just lost his job, or has just been hit with some other serious bad news, you should cut him a great deal of slack. Most of us, though, are living our day-to-day lives on a day-to-day basis. The DM can and should talk to the guy, but he is under no obligation to run games for him.</p><p></p><p>Which is another thing. Almost every response here started with -- or included -- "Talk to the guy first" (or words to that effect), so I really have a hard time seeing the sort of "malice-seeing" that you are talking about.</p><p></p><p>@ the OP:</p><p></p><p>In one game, I played a lawful evil magic-user who turned out to be the most honorable and heroic member of an otherwise "good" party. Mind you, he was evil, but his twisted nobility prevented him from waking up the Mayor at midnight to collect a reward. Sometimes, playing against type is playing into type.</p><p></p><p>As a secondary note, if I were to become a thief in real life, I would certainly not wait until a burglary were being investigated and then decide it was a good time to do some burglary. Just saying. Others are scouring the area for Burglar 1...and Burglar 2 decides this is a good time to steal? Let Burglar 2 be mistaken for Burglar 1, and all sorts of comedy will ensue....... <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>I'm not a big fan of the DM being able to tell players what their PCs can or should do. That said, if the players signed up for "Savage Tide" (say), I would expect them to take the hooks that Savage Tide offers. If you are playing in a sandbox, it is more reasonable for the players to assume that they can follow whatever hooks grab them. </p><p></p><p>Finally, the player might just want to monopolize your time in the game. In your case, you can follow the main action, refuse to be distracted from the main action by the problem players, and then give the problem player some quick narration as to what his character sees and hears. If the problem player realizes that he cannot monopolize your time, he might settle into the group.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4561891, member: 18280"] Not at all. The motive of the player doesn't come into it, IMHO -- he is either willing to play in the campaign the DM sets up or he is not. If he is not, the DM is not required to figure out [I][B]why[/B][/I]. This is at least partly because the DM has a responsibility to the other folks at the table, as well as to himself. If you have 5 players, plus yourself, and one of them is making the game unfun for the others, then that person either needs to change or to seek a game more to his tastes. [I][B]Why[/B][/I] that person is making the game unfun doesn't enter into the picture at all in most cases. Yes, if the guy just had a death in the family, or just lost his job, or has just been hit with some other serious bad news, you should cut him a great deal of slack. Most of us, though, are living our day-to-day lives on a day-to-day basis. The DM can and should talk to the guy, but he is under no obligation to run games for him. Which is another thing. Almost every response here started with -- or included -- "Talk to the guy first" (or words to that effect), so I really have a hard time seeing the sort of "malice-seeing" that you are talking about. @ the OP: In one game, I played a lawful evil magic-user who turned out to be the most honorable and heroic member of an otherwise "good" party. Mind you, he was evil, but his twisted nobility prevented him from waking up the Mayor at midnight to collect a reward. Sometimes, playing against type is playing into type. As a secondary note, if I were to become a thief in real life, I would certainly not wait until a burglary were being investigated and then decide it was a good time to do some burglary. Just saying. Others are scouring the area for Burglar 1...and Burglar 2 decides this is a good time to steal? Let Burglar 2 be mistaken for Burglar 1, and all sorts of comedy will ensue....... :lol: I'm not a big fan of the DM being able to tell players what their PCs can or should do. That said, if the players signed up for "Savage Tide" (say), I would expect them to take the hooks that Savage Tide offers. If you are playing in a sandbox, it is more reasonable for the players to assume that they can follow whatever hooks grab them. Finally, the player might just want to monopolize your time in the game. In your case, you can follow the main action, refuse to be distracted from the main action by the problem players, and then give the problem player some quick narration as to what his character sees and hears. If the problem player realizes that he cannot monopolize your time, he might settle into the group. RC [/QUOTE]
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