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You're doing what? Surprising the DM
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<blockquote data-quote="Hussar" data-source="post: 6121527" data-attributes="member: 22779"><p>Not necessarily. Presumably if Bob's character's cult affiliation is important enough to Bob, someone else might pick up on that thread. But, in any case, at least two other players at the table have a vested interest in Bob remaining in the group and thus anything which threatens that, obviously threatens their interests, thus generates buy in for keeping Bob around.</p><p></p><p></p><p></p><p></p><p>So, it's perfectly okay for the DM to make the big reveal of your character's secret, but, it's not okay to simply have things in the open in the first place? You make a character who has this deep, dark secret, and the DM drops it into the open in the very first scene and you'd have no problems with that?</p><p></p><p></p><p></p><p>How would this be kept from the rest of the group? The DM and the player do a bit of one on one play outside the regular game? Keeping it away from the rest of the PC's, sure, no problem. But, again, if you've made secrets from the rest of the group and the rest of the group has no vested interest in these secrets, don't expect the group to ever care about these secrets. </p><p></p><p>Sorry, I really don't like it when players decide to hijack games. As a DM, I simply don't do this sort of thing. You want to keep secrets from the group? Great. That means that the thing that you keep secret never, ever comes up in play. You want your character's story to matter, it's your job, at my table, to make it matter. </p><p></p><p>Which means you have to tell the other players stuff to engage them.</p><p></p><p></p><p></p><p>They don't, and that's the problem. All they know is that these random bad guys keep showing up for some reason that is never brought to light because Bob doesn't reveal, and presumably the DM respects that enough not to either. Why would they care? They can't do anything because Bob wants to save his big reveal. The players just get more and more frustrated because they cannot act without information and the guy holding the information isn't talking. </p><p></p><p>Again, the game gets hijacked by one player who expects his secret to enter into play but wants to keep it mysterious. No thanks. Not for me.</p><p></p><p></p><p></p><p>I take it you've never done any collaborative creative writing. If Bob brings up the cult idea at chargen and no one buys into it, then Bob's cult idea goes circling down the drain. The whole point of collective chargen is that every idea is put to the test before the campaign starts. If you want something to matter, then you better fight for your concept idea at chargen, otherwise, it's not going to happen.</p><p></p><p>Once the process is finished, I'm guaranteed to have hooks and backstories that everyone at the table wants to engage in. Can you say the same?</p></blockquote><p></p>
[QUOTE="Hussar, post: 6121527, member: 22779"] Not necessarily. Presumably if Bob's character's cult affiliation is important enough to Bob, someone else might pick up on that thread. But, in any case, at least two other players at the table have a vested interest in Bob remaining in the group and thus anything which threatens that, obviously threatens their interests, thus generates buy in for keeping Bob around. So, it's perfectly okay for the DM to make the big reveal of your character's secret, but, it's not okay to simply have things in the open in the first place? You make a character who has this deep, dark secret, and the DM drops it into the open in the very first scene and you'd have no problems with that? How would this be kept from the rest of the group? The DM and the player do a bit of one on one play outside the regular game? Keeping it away from the rest of the PC's, sure, no problem. But, again, if you've made secrets from the rest of the group and the rest of the group has no vested interest in these secrets, don't expect the group to ever care about these secrets. Sorry, I really don't like it when players decide to hijack games. As a DM, I simply don't do this sort of thing. You want to keep secrets from the group? Great. That means that the thing that you keep secret never, ever comes up in play. You want your character's story to matter, it's your job, at my table, to make it matter. Which means you have to tell the other players stuff to engage them. They don't, and that's the problem. All they know is that these random bad guys keep showing up for some reason that is never brought to light because Bob doesn't reveal, and presumably the DM respects that enough not to either. Why would they care? They can't do anything because Bob wants to save his big reveal. The players just get more and more frustrated because they cannot act without information and the guy holding the information isn't talking. Again, the game gets hijacked by one player who expects his secret to enter into play but wants to keep it mysterious. No thanks. Not for me. I take it you've never done any collaborative creative writing. If Bob brings up the cult idea at chargen and no one buys into it, then Bob's cult idea goes circling down the drain. The whole point of collective chargen is that every idea is put to the test before the campaign starts. If you want something to matter, then you better fight for your concept idea at chargen, otherwise, it's not going to happen. Once the process is finished, I'm guaranteed to have hooks and backstories that everyone at the table wants to engage in. Can you say the same? [/QUOTE]
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