Stop asking for permission and start pitching awesome ideas!
A common issue I have seen or heard about in RPGs is players asking for permission. sometimes, especially in a new party, differences in strategy or ethics can emerge. The barbarian wants to charge in screaming but the player doesn’t want to ruin the thief’s chance of sneaking up on the big bad. The paladin can not allow the evil dragon to live but he and the rest of his party are really beat up and scared of dying. The thief wants to torture the prisoner for the secret password but the priest can’t tolerate it. Players can spend a lot of time trying to avoid these situations and repeatedly asking “is it ok with everyone if…” or “I kill him, unless you guys don’t want to…” This can lead to long stretches of non-action that end with no one doing what they want.
Its far better in my opinion to have your character act as they would want and then work out the consequences or party drama later. The barbarian gives the war cry of his people and attacks, the thief is suddenly on the spot and crazy action ensues. maybe later the barbarian learns his lesson or the thief gets even by stealing his share of the loot. The Paladin picks a fight with the dragon and dies pathetically while his friends run for it. maybe his next character is more flexible and later they take on a quest to get revenge. The thief sends the priest off on an errand and gets the info. maybe the priest refuses to call divine aid for him until he atones for his crime. It can suck when characters start attacking each other and this should generally be avoided outside of games that are built for PVP. It should be possible for the players to work out an interesting compromise where the characters have drama and or work out their differences.
A similar issue occurs when the player wants to do something that they don’t know will be allowed by the game, story or the DM. Maybe there is no obvious move or mechanic to represent what you want to happen. A lot of people look at the moves on their sheet or the action list in the rule book and assume that they do not have permission to do anything not on that list. A good DM should be able to work with the player to figure out a reasonable way to resolve the action.
Sometimes the player wants to do something cool but needs something from the environment. They will ask the DM if there is a chandelier, doorway, or catapult laying around and a good DM will generally allow it. sometimes the player might even ask to retcon the story a little. Maybe they picked up one of those ceremonial axes in the previous room. depending on what they ask for this might seem like cheating and the DM may or may not allow it.
As a player it’s often better to just state what you want and assume the DM will ok it. “I leap up onto the chandelier and swing over their heads” the worst that should happen is that the DM informs you that there is no chandelier and you will have to try another way. If you pitch your idea well enough and make it interesting a good DM should be willing to give you the chandelier. Its not like they made a map of their entire fictional world and marked off every location that definitely doesn’t have a chandelier. They should be more open to a fun or interesting proposed outcome then to a player asking for random furniture arrangements or to rewind the story. Make the DM want to see what happens and he will probably give you more freedom to act.
I agree in the most part assuming you’ve got good players. However get a player who decides that his response to any encounter is violence at the first opportunity, then you soon long for a bit of permission asking. But then I guess that’s a matter for communication around the table outside the game.
I agree in the most part assuming you’ve got good players. However get a player who decides that his response to any encounter is violence at the first opportunity, then you soon long for a bit of permission asking. But then I guess that’s a matter for communication around the table outside the game.
Whoa. Okay. Your perception of this is way different from mine. A general RPG rule is that not going along with the group because My CHARACTER would not do that is a real dick move. To contradict what you say in paragraph one-going against the flow DOES create inaction. The story is not going forward. Which…is a version of PVP that you say should not happen in paragraph two.
Whoa. Okay. Your perception of this is way different from mine. A general RPG rule is that not going along with the group because My CHARACTER would not do that is a real dick move. To contradict what you say in paragraph one-going against the flow DOES create inaction. The story is not going forward. Which…is a version of PVP that you say should not happen in paragraph two.
Thats a fair point. I think alot of the times someone says “my character would do x” they are just trying to justify iratianal behavior that no one would actualy do. And in most games we assume that the characters know eachother, work togeather and are on an important quest. Thus as the paladin its up to you to figure out why you hang out with the theif. Being a jerk and attacking him every time he picks a lock is not what your character would do, its what someone else who has no buisness being there would do.
Sometimes you do ligitamitly want to do something else, thats fine, split the party. Its fine to have a discussion and determin party goals or stratigy. Just dont call for a vote on every action of every character. Its also fine to be flexiable. I dont have to torture the prisoner if you can get the pasword some other way. Your my friend and i have to work with you so i can go a little out of my way to keep you happy.
In the situation where we cant work out anything better then attacking eachother then thats what should happen these two can not coexsist, one has to change or be eliminated. That can be fun and interesting. Its the worst case but its still better then one or both of us not playing our character.
Thats a fair point. I think alot of the times someone says “my character would do x” they are just trying to justify iratianal behavior that no one would actualy do. And in most games we assume that the characters know eachother, work togeather and are on an important quest. Thus as the paladin its up to you to figure out why you hang out with the theif. Being a jerk and attacking him every time he picks a lock is not what your character would do, its what someone else who has no buisness being there would do.
Sometimes you do ligitamitly want to do something else, thats fine, split the party. Its fine to have a discussion and determin party goals or stratigy. Just dont call for a vote on every action of every character. Its also fine to be flexiable. I dont have to torture the prisoner if you can get the pasword some other way. Your my friend and i have to work with you so i can go a little out of my way to keep you happy.
In the situation where we cant work out anything better then attacking eachother then thats what should happen these two can not coexsist, one has to change or be eliminated. That can be fun and interesting. Its the worst case but its still better then one or both of us not playing our character.
As far as violence being the first response to everything… if he is a fighter in a dungeon then thats probably ok but possibly risky. If he is hacking up random pesants or merchants then he is a phsyco, decide if you want to keep adventuring with him and then act acordingly. Out of character ask him to try something else and tell him your issues. As a Dm give him consequences for his reckless behavior. Just dont spend all day on room one because you needed a plan that everyone was involved in and happy with. Its all going to come to dice rolls anyway. Maybe his character dies, maybe he gets everyone killed, oh well, thats adventure. Make new characters an tell him he is playing a bard/theif/wizard or something less direct
As far as violence being the first response to everything… if he is a fighter in a dungeon then thats probably ok but possibly risky. If he is hacking up random pesants or merchants then he is a phsyco, decide if you want to keep adventuring with him and then act acordingly. Out of character ask him to try something else and tell him your issues. As a Dm give him consequences for his reckless behavior. Just dont spend all day on room one because you needed a plan that everyone was involved in and happy with. Its all going to come to dice rolls anyway. Maybe his character dies, maybe he gets everyone killed, oh well, thats adventure. Make new characters an tell him he is playing a bard/theif/wizard or something less direct