I have a player/friend that powergames all the time and when I and fellow players point it out he always answer “different people like to play different things” and keep going on with that argument. What should we do?
I was wondering how a character could somehow get his religion involved in a game where the GM completely disregards religion as a whole. Obviously religion in D&D has little effect on gameplay mechanics and can be easily overlooked because of such a flaw, but the story is also as important as playability. You’ve said before that it is very important to thoroughly define a character, so why should a/theism, which often times defines a moral code for a character, be so easily disregarded as nothing more than a useless piece of character creation (which, by the way, there is no “useless” part of character creation).
I have played in several campaigns and always had a lot of fun, but one certain GM has always bugged me. I am considered a rules lawyer by most other players, but I try to let fun be they main goal as long as I have a clear understanding of what the rules the GM is going to use. However, I do think rules are an important part of the game. I just have a problem with GMs that bend the rules when they see fit just because they can and it is easier than finding an in game reason.
Maybe they underestimated a players spell or ability, and will nerf or limit its potential simply because they personally don’t like it. Perhaps they will add things to an established world even if it doesn’t make sense, or will have sessions that will suddenly take place in a different universe because the Gods are weird.
Basically my question is, even though a GM has unlimited power, to what degree should a GM allow themselves to go to before it stops being Dnd and starts being what ever the GM wants? I joined to play dnd and use its rules, and suddenly being told part way in that a thing I can do no longer works just because the GM does not like it drives me mad.
PS: I am only talking about campaigns that have a somewhat set structure. Campaigns where the players know the GM is going to bend the rules is much different to a GM that claims to run a set play style, but changes rules at a whim.
A character I am planning to play is named Iago, a somewhat treacherous, military type who will determine whether to fall in line of the chain of command or not. If you haven’t guessed, Othello is my favorite play because it has my favorite villain. My question is will the expectations change the way the game is played in a negative way? Or in contrast a positive way as the boyscouts keep an eye on you expecting betrayal.
Perhaps a simpler example might be, would it be appropriate to play an orphan Wizard named Harry, or would that effect the tone of the game too much?
I have recently joined a RPG group after years being away form the hobby. I have most of the time been the GM myself and like to really pull the players into every detail of the world. Now i am stuck with a GM that is so lacking in description that when things go sideways as they do, no-one can really decide what to do as there is no real description of what is going on its all so messy. I am the main one that keeps on asking for more information and its a drag on the game as we have to constantly stop so i can understand whats happening. I like the detail and like to try and immerse myself, but the rest of the guys does not seem to be too worried about this. So I would like some advice on how to get the GM to be better as i feel if he does not step up the others wont.
Some players love to have exceptional or exotic animals. How about a Sardosian Caveclaw that walks on two legs? A Krenskian Battlelizard? A Thracian Flesh-Eating Horse? Players with a lot of imagination tend to have these special kind of wishes and it’d be rude to just say “nah, start with something less big”.
When to take control and actually give the player a feel of that certain “You gotta take care of your pet”? How to let these special creatures shine in certain situations (the same applies for “normal” dogs and cats)? Are there certain elements a Game Master should contribute or should it stay fully under the players control, even if he might be inexperienced with it?
I am currently having to wrap up a 4-year-long campaign and was wondering how to do it in a way, that is both epic and satisfying for my players and appropriate for the story.
Suggestions for sub-topics:
– Different ways to end a story (Happy ending, Cliffhanger etc.)
– What is important to the different PC’s? And how to include their personal arcs in the overall ending.
– How to wrap up different story-lines (Do they even need to be wrapped up or are they better off, being left open ended?)
while playing certain rpg you get experience points in which you can spend or you level up and can buy new skills or raise stats and so on. Some people have this goal in mind that “this skill/stats I will get” but how should you think when you spending experience points and what should you take in concern
How to romance NPC without making it awkward for everyone else at the table? I have a character who the next step for them as a person would be to try their hand at love, not necessarily sex, and I’d like some suggestions on how to do this without alienating the rest of the players.
I just recently had a campaign where I played a scientist and while the game went pretty well I didn’t think I played my part all that well. Do you have any ideas how to play “brain of the team” be it the scientist or mage or the tech nerd of the party or what ever.