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You're doing what? Surprising the DM
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<blockquote data-quote="JamesonCourage" data-source="post: 6121962" data-attributes="member: 6668292"><p>Well, not ship resources, which was necessary against the Empire. (And Leia wasn't the leader, as there were several others... notably Mon Mothma, but Leia was definitely higher up.) However, when they leave, nobody can force them not to go. I mean, you can imprison them (or try to, with Luke), but you lose those resources either way, don't you? Again, they went to save a friend, not to serve the Rebellion. Thus, my "it wasn't a Rebellion effort" statement (that you quoted).</p><p></p><p>Lol, okay. Love and care and developing friendships / romance? No, implausible! It never, ever happens in real life or fiction. Must be "PC halo"!</p><p></p><p>Consider me unconvinced by the "nuh uh" argument that was essentially just presented.</p><p></p><p>Thus highlighting just how much they're risking for their friend, how much Luke has grown in power and confidence, etc. It serves several narrative purposes, there.</p><p></p><p>Again, your idea of "makes sense" is alien to me. But that's because I don't see people risking everything for people they've come to know and care about as "out of character" for real life or fiction. To me, that's part of the "hero" archetype that pops up quite often. And I'm okay with it.</p><p></p><p>They don't implode more often than not in my experience, so we differ there. But, yes, I included that I added rules to my game for it for a reason. I'm glad that it's "telling"; I wanted that part of my post to say something. I value characters having a reason to be together, as I've seen PCs walk away from a party far too often (the game doesn't implode there, though). I really wanted to curb that unless we specifically decide to play under a different style (which I talk about in my Running a Game chapter).</p><p></p><p>My point, of course, is that people can definitely have a reason to be together after play begins. I made that since you kept asking "why would they care?"</p><p></p><p>Then you didn't adhere to my Rule 1 and Rule 3 of character creation, and thus you might be causing the group issues.</p><p></p><p>If this is the case, he's violating Rule 2: The PC should be fun for the player <em>and</em> the party. Thus, he might be causing group issues.</p><p></p><p>Play style difference so far: I wouldn't hold back the secret if it'd naturally come out. (But, if Bob explicitly told me privately during character creation that he wants a secret for a while, I'd work something out with him that fit the campaign that'd be hard to pry up.)</p><p></p><p>Well, to be fair, the cult involvement in a GM decision, not a Bob decision. It's also hard to imagine very many "they've exhausted their avenues of investigation" scenarios. There are many ways they can go about finding stuff out, including hiring other people to help them when their skills fail. But, sure, they might run out; I just feel that's pushing it further and further into a corner case, though.</p><p></p><p>In AP play, you have more grounds for this than you'd ever get in my games (all homebrew). Again, I get where you're coming from, even if I disagree with the wording. Not sure what this has to do with what I asked about, though (backstories and party cohesion). As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6121962, member: 6668292"] Well, not ship resources, which was necessary against the Empire. (And Leia wasn't the leader, as there were several others... notably Mon Mothma, but Leia was definitely higher up.) However, when they leave, nobody can force them not to go. I mean, you can imprison them (or try to, with Luke), but you lose those resources either way, don't you? Again, they went to save a friend, not to serve the Rebellion. Thus, my "it wasn't a Rebellion effort" statement (that you quoted). Lol, okay. Love and care and developing friendships / romance? No, implausible! It never, ever happens in real life or fiction. Must be "PC halo"! Consider me unconvinced by the "nuh uh" argument that was essentially just presented. Thus highlighting just how much they're risking for their friend, how much Luke has grown in power and confidence, etc. It serves several narrative purposes, there. Again, your idea of "makes sense" is alien to me. But that's because I don't see people risking everything for people they've come to know and care about as "out of character" for real life or fiction. To me, that's part of the "hero" archetype that pops up quite often. And I'm okay with it. They don't implode more often than not in my experience, so we differ there. But, yes, I included that I added rules to my game for it for a reason. I'm glad that it's "telling"; I wanted that part of my post to say something. I value characters having a reason to be together, as I've seen PCs walk away from a party far too often (the game doesn't implode there, though). I really wanted to curb that unless we specifically decide to play under a different style (which I talk about in my Running a Game chapter). My point, of course, is that people can definitely have a reason to be together after play begins. I made that since you kept asking "why would they care?" Then you didn't adhere to my Rule 1 and Rule 3 of character creation, and thus you might be causing the group issues. If this is the case, he's violating Rule 2: The PC should be fun for the player [I]and[/I] the party. Thus, he might be causing group issues. Play style difference so far: I wouldn't hold back the secret if it'd naturally come out. (But, if Bob explicitly told me privately during character creation that he wants a secret for a while, I'd work something out with him that fit the campaign that'd be hard to pry up.) Well, to be fair, the cult involvement in a GM decision, not a Bob decision. It's also hard to imagine very many "they've exhausted their avenues of investigation" scenarios. There are many ways they can go about finding stuff out, including hiring other people to help them when their skills fail. But, sure, they might run out; I just feel that's pushing it further and further into a corner case, though. In AP play, you have more grounds for this than you'd ever get in my games (all homebrew). Again, I get where you're coming from, even if I disagree with the wording. Not sure what this has to do with what I asked about, though (backstories and party cohesion). As always, play what you like :) [/QUOTE]
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