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You're doing what? Surprising the DM
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<blockquote data-quote="Hussar" data-source="post: 6121930" data-attributes="member: 22779"><p>Tying up the leader of the Rebellion (or at least one of the high ups), a general and the only Jedi in existence isn't costing the Rebellion resources? Really? </p><p></p><p></p><p></p><p>That's the veneer that's put in place to give it plausibility. Doesn't hold any real water on deeper examination, but, hey, it's Star Wars, it's not meant to hold a whole lot of water. It's about as deep as the average rain puddle. In a serious game where there are consequences to actions, spending significant time trying to rescue Han means that the Empire has that much more time to build the new Death Star. If Luke dies, the Empire wins. </p><p></p><p>But, hey, all that doesn't matter. Our PC friend needs our help, so, off to help him we go because we are obligated to play out any and all complications at the table. Whether or not it's actually in character or makes any logical sense to do so isn't important.</p><p></p><p></p><p></p><p>That's true. They don't always implode. But, IME, they do far more often than not. I think it's pretty telling that you would add rules for this to your RPG. If it wasn't important, why did you add it. If it doesn't make any difference, aren't you just wasting everyone's time?</p><p></p><p></p><p></p><p>But, what if I don't? What if I actually don't care about the other PC? Do I still have to go along with his highjacked storyline? Why does Bob get to dictate what the group will do, and I have to sit through it?</p><p></p><p>Going back to the cultists example. First time the cultists attack, Bob doesn't say anything because he doesn't want to reveal his secret. The other PC's go and do a some fact finding and get the basic gist of what the cult is and their goals but, can't get anything really specific because the DM doesn't want to reveal Bob's secret. So, they continue on. The cultists attack again. Again Bob doesn't say anything. </p><p></p><p>Now, what do the other players do? They've exhausted their avenues of investigation. The DM doesn't want to drop Bob's big reveal and Bob is holding the information that the rest of the group needs in order to put everything together. But, the rest of the group, who have no investment in this storyline is being forced to interact with it because Bob insists that his secret come into play. </p><p></p><p>Even after Bob reveals his secret, the other players have no investment in it. Sure, they like Bob, but, I, the player, signed up to play the Shackled City Adventure Path. Everyone at the table agreed that that's what we wanted to play. I don't want to play Bob's Cult Adventures. I wasn't even asked, but, now I'm apparently obligated to play Bob's Cult Adventures. </p><p></p><p>At best, it's bait and switch. The players signed up for one game, but, get forced to play a different game.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6121930, member: 22779"] Tying up the leader of the Rebellion (or at least one of the high ups), a general and the only Jedi in existence isn't costing the Rebellion resources? Really? That's the veneer that's put in place to give it plausibility. Doesn't hold any real water on deeper examination, but, hey, it's Star Wars, it's not meant to hold a whole lot of water. It's about as deep as the average rain puddle. In a serious game where there are consequences to actions, spending significant time trying to rescue Han means that the Empire has that much more time to build the new Death Star. If Luke dies, the Empire wins. But, hey, all that doesn't matter. Our PC friend needs our help, so, off to help him we go because we are obligated to play out any and all complications at the table. Whether or not it's actually in character or makes any logical sense to do so isn't important. That's true. They don't always implode. But, IME, they do far more often than not. I think it's pretty telling that you would add rules for this to your RPG. If it wasn't important, why did you add it. If it doesn't make any difference, aren't you just wasting everyone's time? But, what if I don't? What if I actually don't care about the other PC? Do I still have to go along with his highjacked storyline? Why does Bob get to dictate what the group will do, and I have to sit through it? Going back to the cultists example. First time the cultists attack, Bob doesn't say anything because he doesn't want to reveal his secret. The other PC's go and do a some fact finding and get the basic gist of what the cult is and their goals but, can't get anything really specific because the DM doesn't want to reveal Bob's secret. So, they continue on. The cultists attack again. Again Bob doesn't say anything. Now, what do the other players do? They've exhausted their avenues of investigation. The DM doesn't want to drop Bob's big reveal and Bob is holding the information that the rest of the group needs in order to put everything together. But, the rest of the group, who have no investment in this storyline is being forced to interact with it because Bob insists that his secret come into play. Even after Bob reveals his secret, the other players have no investment in it. Sure, they like Bob, but, I, the player, signed up to play the Shackled City Adventure Path. Everyone at the table agreed that that's what we wanted to play. I don't want to play Bob's Cult Adventures. I wasn't even asked, but, now I'm apparently obligated to play Bob's Cult Adventures. At best, it's bait and switch. The players signed up for one game, but, get forced to play a different game. [/QUOTE]
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