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Description
Based on the verbal clues:
The four stats are : Strength, Dexterity, Intelligence/Intellect, and Perception
Spike has: 8, 10, 18, 15
Big Mac has: 18, 11, 10, 12
Discord has: 11, 16, 9, 17(?) (he needed an intellect of 11 to cast the Transform to Root Vegetable spell)
The four stats are : Strength, Dexterity, Intelligence/Intellect, and Perception
Spike has: 8, 10, 18, 15
Big Mac has: 18, 11, 10, 12
Discord has: 11, 16, 9, 17(?) (he needed an intellect of 11 to cast the Transform to Root Vegetable spell)
in general, yes you do not want party members attacking each other. the game doesn’t matter though. the players do. if players know each other well, then they can safely do that sort of thing. if they don’t, then err on the side of caution.
but remember that the goal of roleplaying is not to win, or even to survive. the goal is to play a role. to tell a story. I’d rather die in character than live by a technicality. I can always roll up another one.
Paranoia is a good example of a game in which the characters betraying each other is expected. However, infighting is not a game play element or common occurrence in most other TTRPGs.
Even in a game in which all of the players have rolled vicious or conniving characters, stabbing your fellow player in the back is a faux pax and a good way to get thrown out of most groups.
Save your wrath for the actual antagonists that the referee puts in your path. ╭( ・ㅂ・)و ̑̑ ˂ᵒ͜͡ᵏᵎ⁾✩
id play i always wanted to play a villain.
OMG that was such a mind
yayof a game, if you had the right GM. NEVER make an off-handed comment in those games.well yeah, and most people don’t play “an evil campaign, where the characters are horrible people.”
but then there’s people who play this game:
Most people probably don’t want to do that to their fellow characters though.
Most people, a lot like Spike and Big Mac, role-play to be Big God-D*mned Heroes, and not stab their buddies in the back or seek vicious vengeance, and basically expect the other people in the party to be pursuing same, which is why party betrayal is an extremely unpleasant surprise and incredibly rude unless the gaming contract has explicitly worked out beforehand that it should be an element of the game.
point is, party betrayal doesn’t have to be an insult to the player. it’s a great opportunity for the player, to have their character go totally ape shit on someone.
what if you want to be betrayed? how else are you going to wreak your diabolical vengeance, if your team members never betray you?
>I just wish I could find a group to play with at all
One thing that should be absolute in any campaign is that there is to be no infighting among the party, under any circumstances. Even in an evil campaign, where the characters are horrible people, party members are not to be touched, even if a character would normally not think twice about betraying allies. It is up to the player, with the advice and consent of the referee, to decide why they leave the rest of the party alone. All of these considerations should be worked out before the game starts, or at the very least, out of session.
Thank you for this input, this might help us out, i’m actually gathering my potential players.
I agree, there is a difference between play as your character would act, and simply doing Something out of character on purpose just to have one’s own fun.
Eh, it’s not always about being jerks. It can be about not understanding how to properly restrain your character so as to not disturb gameplay. For instance, let’s say I wish to play a character who’s a pervy narcissist in the style of Sephyr Breeze, because he IS a fun character after all, but I don’t wanna have him aggravate the other female characters. I could also make him a huge racist who refuses to flirt with anything but High Elves, for instance. That’s one way I could keep him a jerk, without him being a nuisance to the other players. You gotta know how to make it work for others, as well as yourself.
I simply hate these bastards…
That’s why i also like to play as a players between friends.
All those scenarios you described with impulsive players are actually fun, and very welcome. The problem is when they pick fights or harrass THE OTHER TEAM MEMBERS to the point where it’s just no longer believable that they wouldn’t draw their weapons and try to kill each other. That’s kinda hard for a GM to handle, since it would mean forcing their own players to not act according to their own characters, or just allow them to actually kill each other, then create new ones to replace the old ones, and that’s not fun for most players. It’s one thing when the DM throws a few ogres your way, and quite another when the guy you’re playing with is bullying, threatening, or sexually harrassing your character.
Thank you very much for the help.
I’m actually split between which game system and rulebook to use, the only thing i personally needed were the players and where to write it.
You can try out the D&D basic rules for free
If you like it, the Player’s Handbook for 5th edition is available for about $30 at Amazon and elsewhere.
If you’re actually wanting to play a game set in Equestria, I know a guy who can help with that
Edited
Indeed, that’s one of the thing i learned.
The job of the DM is to fill the gaps and make himself think he got everything sorted out.
The job of the player is to prove him wrong and have the time of their life.
You have no idea how much i agree with that… i should have did that sooner but i felt like i would have been a meanie if i asked them to leave.
Civility is very important to having an enjoyable role playing session. Any player that consistently displays rude behavior ought to be asked to leave. S/he can go scream at the other children at the playground. ;)
@toonbat
Disruptive/impulsive players are very common in tabletop games. They are the sort of players that like bar fights, punching/killing the King, cutting the gordian knot, and charging into battle.
The trick with running a game with such as player is considering what the impulsive player’s character will contribute to non-combat encounters. In my experience, giving that type of player a way to contribute in social situations goes a long way towards curtailing their disruptive actions. It is also important to remind the player that extreme acts of violence and mayhem can lead to negative consequences down the road (including the character becoming a wicked knave and becoming an NPC).
Didn’t have any problem with rude players, thank Avandra. I did deal with a couple of players who enjoyed playing troublemakers. That would have been fun, and certainly interesting, but it also requires a ton of skill to keep tensions high without having the party actually start to kill each other, and they clearly figured that was the DM’s job, instead of everyone’s.