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<blockquote data-quote="Water Bob" data-source="post: 5864600" data-attributes="member: 92305"><p>I will say that it really irked me to no end at first. I think I was irked because it felt like an ultimatum. "Hit my character hard with baddies, but not too hard, or I'll quit your game..."</p><p> </p><p>That kind of talk incenses me.</p><p> </p><p>One of the things nobody has picked up on in this thread, though I've made it no secret, is that I only have two players in this campaign. So, if the one leaves, it's me and the other player left.</p><p> </p><p>I think I'd still be irriatated if I had a group of three or five, but with only having one other player, I feel as if the player is using that as leverage to get the kind of game he wants.</p><p> </p><p>Now, I've had time to simmer down. I've thought about it a lot. And, I've decided that I will break the game up over it. I'm not going to budge on this or even entertain this type of ultimatum by a player.</p><p> </p><p>I may find another player. There are a few that are interested but I haven't pursued. Or, depending on my state of mind when/if this player ever leaves over his character dying, I'd might just end the game. But, my preference to continue and not let his action deter us.</p><p> </p><p>That's my stance. It's final. It might sound a little hard core to some of you, but if it does, that's exactly how I want it to sound. I'm not going to put up with this type of behavior from a player. Not in my game.</p><p> </p><p>The player is not disruptive. Out of the two I have right now, he's the better player. And, the player and I are friends outside of the game.</p><p> </p><p>So, what I'm going to do is just go on, business as normal, and play the game. If the character dies, we'll cross that bridge when we get there. The player can decide if he wants to quit or not.</p><p> </p><p>Either way, in my game world (especially in gritty Conan's universe), if you die, you die. And, that's it.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5864600, member: 92305"] I will say that it really irked me to no end at first. I think I was irked because it felt like an ultimatum. "Hit my character hard with baddies, but not too hard, or I'll quit your game..." That kind of talk incenses me. One of the things nobody has picked up on in this thread, though I've made it no secret, is that I only have two players in this campaign. So, if the one leaves, it's me and the other player left. I think I'd still be irriatated if I had a group of three or five, but with only having one other player, I feel as if the player is using that as leverage to get the kind of game he wants. Now, I've had time to simmer down. I've thought about it a lot. And, I've decided that I will break the game up over it. I'm not going to budge on this or even entertain this type of ultimatum by a player. I may find another player. There are a few that are interested but I haven't pursued. Or, depending on my state of mind when/if this player ever leaves over his character dying, I'd might just end the game. But, my preference to continue and not let his action deter us. That's my stance. It's final. It might sound a little hard core to some of you, but if it does, that's exactly how I want it to sound. I'm not going to put up with this type of behavior from a player. Not in my game. The player is not disruptive. Out of the two I have right now, he's the better player. And, the player and I are friends outside of the game. So, what I'm going to do is just go on, business as normal, and play the game. If the character dies, we'll cross that bridge when we get there. The player can decide if he wants to quit or not. Either way, in my game world (especially in gritty Conan's universe), if you die, you die. And, that's it. [/QUOTE]
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