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Made in ao
Wolf Guard Bodyguard in Terminator Armor




 harlokin wrote:
Bran Dawri wrote:
Roleplaying pet peeves?
Players who seem to think that everything found during an adventure belongs to "the group" (ie, them), and then never help with searching for treasure or provide meaningful contributions elsewhere.
Case in point, in a recent adventure after defeating a monster, my character starts searching through the muck a gore of its lair for treasure. The entire adventure already, he's been more than pulling his weight - a rogue with the soldier background (ie a scout), coming up with tactics to overcome greater numbers, dealing good amounts of damage via sneak attack, scouting ahead etc, and being basically the only one who even tries to look for loot - usually not finding much, but every little bit helps, right? Nobody really cares about this stuff...

Now in this lair he finally hits the jackpot -everybody else is just standing around- and suddenly everybody wants their share. So he just turns around and says "I don't see anybody else digging through the muck. Why should I?"


My response would be:

"Good idea digging through that muck, we'll have to be more thorough in future. This adventuring party operates on the basis of equal shares, if you don't like it, feel free to find another. That loot belongs to us as a group, the fact that you have been doing your job, doesn't change that, and you wouldn't be in the postion to find that loot if it wasn't for the whole party. You can share it and like it, share it and not like it, or we can bury you in the muck instead."


If that had been agreed beforehand, and if others (especially the person complaining) hadn't been doing the exact same thing with more obviously located treasure, I would agree with you.
   
Made in gb
Nasty Nob





Dorset, England

I've talked about it before, but I'm not so fond of;

Particular mechanics that limit storytelling;
'Can't get lost', 'Can't get surprised' etc.

Spells that obsolete cool activities;
Should scout the area to see if there are any enemies about? I've got a spell for that
Should we collect some evidence and use our deductive skills to see if this person is lying? I've got a spell for that.

And finally persuasion being used as mind control!

This message was edited 1 time. Last update was at 2020/04/21 15:18:00


 
   
Made in us
Powerful Phoenix Lord





Avatar, you may want to take a step back and wind your neck in a bit.

You're making a lot of really asinine statements, pretending you are "the" source of how people should and could role-play. You're coming off as an absolute tool bag, just so you're aware. It is entirely feasible for people to role-play outside of your 'rules'.

I've seen plenty of people role-play with in-character knowledge instead of player knowledge. Happens all the time, and makes for a better story/game in my opinion. Please stop pretending that your opinion is some kind of fact.
   
Made in gb
Decrepit Dakkanaut






UK

 Elbows wrote:
pretending you are "the" source of how people should and could role-play.


I'm not.

It is entirely feasible for people to role-play outside of your 'rules'.


Never said it wasn't.

Please stop pretending that your opinion is some kind of fact.


I'm not.

You're coming off as an absolute tool bag, just so you're aware.


Good job I'm not the only one.

EDIT: To make it perfectly clear, what I've been arguing is wholly my opinion, reinforced with what I believe to be functional logic. It may have veered into argumentative or unnecessarily aggressive-sounding in some areas, or unclear in others, but at the end of it it's your game, and there's nothing I could do to stop it if I even wanted to - which I don't, because why would I? I'm not playing it. Honestly, pretending that I'm being some sort of roleplaying dictator you cannot cross is equally as "tool bag-y".

This message was edited 2 times. Last update was at 2020/04/21 19:33:40


Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.

Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.

My deviantART Profile - Pay No Attention To The Man Behind The Madness

"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation 
   
Made in us
Norn Queen






Avatar 720 wrote:

You cannot divorce player knowledge from character knowledge. That the player knows it exists is the reason the character does. If the player knows something, their character knows it, the same way an Int 1 character might be able to figure out a complex maths problem that an Int 20 character might not, because the Int 1 player is good at maths.



Avatar 720 wrote:
 Lance845 wrote:
Yes you can. It's called role playing. And people who are interested in playing a role playing game will restrict their character knowledge to the characters knowledge.



No, they won't, and it's incredibly narcissistic to assume that



It's easy. The player asks the DM "Would my character know _____?" And then you either say yes, if they obviously would, no if they obviously wouldn't, or roll a knowledge check if you are unsure.


That's not easy. That's stopping the game at arbitrary points so I can ask the DM to enlighten me about my character. Where's the line? At what point can I stop asking the DM what I can and cannot know and actually play the goddamn game with my goddamn character? I might as well be playing a puppet. If a character obviously knows something, you tell them, you don't wait for them to ask. If they don't, and they ask, you go through the motions if it's important to do so. (I.E. Will not knowing this have consequences? If yes, roll, if no, you tell them no. If you're rolling because you're unsure then you aren't looking at the issue correctly - if there's no consequence to not knowing something then what's the point in rolling? Just decide if they logically should or not, because it makes no difference.) If they come out with something you didn't expect, you roll with it, because that's how D&D works. So a player knows trolls are weak to fire and acid - and you should've really assumed that to begin with - their reward is overcoming an obstacle under their own steam, not overcoming an obstacle in spite of it when you decide they can't do that.

The game allows for characters to know things even when the player doesn't.


Do you know how absurd that is? What's the point in even making a character? Just ask the GM to make them all and hand them out, because it's not like the player actually matters if only the DM knows what the characters know.



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Longtime Dakkanaut





Beaumont, CA USA

Aquisitions Inc.

Don't get me wrong, I have been an avid Penny Arcade reader since 2001, and I love that they do all the the conventions and Child's Play events and run D&D games, but I don't want to replicate it. I certainly don't want to play in "their" world. The occasional story about Jim Darkmagic hijinks is great, and the original idea for them doing the original Aquisitions Inc as their adventuring team is great, but I DON'T want to play as an "Aquisitions Inc. franchise"...

So, of COURSE the last campaign started is as an Aquisitions Inc franchise. *heavy sigh* We're up to level 5 in Ghosts of Saltmarsh, and every time it comes up I lose every ounce of enthusiasm I have for my character

~Kalamadea (aka ember)
My image gallery 
   
Made in us
Terrifying Doombull




 Kalamadea wrote:
Aquisitions Inc.

Don't get me wrong, I have been an avid Penny Arcade reader since 2001, and I love that they do all the the conventions and Child's Play events and run D&D games, but I don't want to replicate it. I certainly don't want to play in "their" world. The occasional story about Jim Darkmagic hijinks is great, and the original idea for them doing the original Aquisitions Inc as their adventuring team is great, but I DON'T want to play as an "Aquisitions Inc. franchise"...

So, of COURSE the last campaign started is as an Aquisitions Inc franchise. *heavy sigh* We're up to level 5 in Ghosts of Saltmarsh, and every time it comes up I lose every ounce of enthusiasm I have for my character


I'm on the same page as you. As internet entertainment goes, I can see why it might appeal to other people. [Though personally its chief appeal is to distract Patrick Rothfuss from writing more books)

As far as a D&D supplement goes, it makes me a bit angry, because its had an actual opportunity cost of a real supplement that could added a swath of stuff that 5e is still missing.

I'm a little less annoyed by the Critical Role supplement, as at least that's a campaign book with fluff and crunch to adapt to a different setting. The Acq, Inc. stuff is just bizarre nonsense that's completely anachronistic to the setting its nominally in (Forgotten Realms).

Efficiency is the highest virtue. 
   
Made in de
Joined the Military for Authentic Experience






Nuremberg

1. Character backstory: The story is what happens at the table. I don't want to read 8 pages of what you did before you showed up and be expected to incorporate it into my game.
2. Related, Characters needing specific hooks to go and adventure: I mean specific to them. If I have to drag you out of your house to go and fight monsters and get cool treasure, maybe you should have made a character that was more interested in adventures.
3. Characters that want to talk to me about homebrew rules all the time. I am not interested.

   
 
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