• What would you do?

    From The True Melissa@thetruemelissa@gmail.comNOSPAM to rec.games.frp.dnd on Thu Aug 20 15:22:22 2026
    From Newsgroup: rec.games.frp.dnd

    The group had a blowup last week. One of our members is an
    assassin, true neutral with a dark streak, who resists the appeal
    of evil with the support of his chaotic good twin brother. During
    play, this character angrily killed a captive. Another member, a
    chaotic good elf mage, was horrified and walked away from the
    party, with the support of two others.

    The branches re-merged when one had a random encounter shortly
    afterward. The characters argued again, and somehow this became
    the players arguing.

    The mage player said that her character would be unwilling to
    adventure with someone like that. Okay, fine. The assassin
    offered to switch to a character less dark. The mage offered to
    switch to a character less principled. There was talk of a party
    code of conduct to which all would adhere. It seemed like
    everything was being worked out, but then things flared up again.
    The mage player thought the assassin player was taking up too
    much space in the room.

    Three of the players left the group. They joined together, so I
    wasn't shocked that the other two left in support of her.

    We four remain. We're going to let the group restabilize before
    we take on any more people.

    I've never seen that happen at D&D before.

    They both took roleplaying seriously, but in different ways. He
    saw it as a chance to be a very different person, while she saw
    it as truly experiencing the scenario and so needing to apply
    morality.

    The assassin character, while definitely in the dark and edgy
    category, isn't grimdark just to be grimdark. He has a backstory
    that makes sense.

    He did do a lot of the talking. I didn't realize anyone else was
    unhappy.

    The previous time, everyone seemed fine with each other. *shrug*
    --
    The meek shall inherit, we're told,
    But I'm not so easily sold.
    For supposing they should,
    It would do them no good --
    They'd lose it at once to the bold.
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  • From alex@alex@alexschroeder.ch to rec.games.frp.dnd on Sat Aug 22 21:14:34 2026
    From Newsgroup: rec.games.frp.dnd

    I would go where my heart leads me. I feel very strongly that the player characters are there to entertain us, the players. That's why I don't
    care about backstory or alignment of player characters if they annoy
    me, the player or DM. Unfortunately for all players of evil characters,
    that usually means that I don't feel particularly entertained by evil characters doing evil things and whereas a player might argue that they
    use role-playing games to explore different personalities and all that,
    I would counter by saying that this is my entertainment and I'm not
    offering therapy sessions. Their exploration of different personalities
    still has to contribute to the entertainment of everybody else at the
    table. I suspect that I'd follow the mage player.

    Sadly, this isn't the first time I've seen something
    like this happen. Here's an example from 2007: https://alexschroeder.ch/view/2007-09-10_It%e2%80%99s_called_%e2%80%9cEntertainment%e2%80%9d

    In the example above, the ranger and monk player that had shouted
    at each other left nice comments and it all looks like some sort of misunderstanding but I was shocked at what I had seen. I expect the
    people sitting down at the same time as I to behave. Shouting at each
    other is not acceptable conflict resolution for adults, not even as a
    result of a misunderstanding.
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  • From Justisaur@justisaur@yahoo.com to rec.games.frp.dnd on Sun Aug 23 07:45:48 2026
    From Newsgroup: rec.games.frp.dnd

    On 8/20/2026 12:22 PM, The True Melissa wrote:
    The group had a blowup last week. One of our members is an
    assassin, true neutral with a dark streak, who resists the appeal
    of evil with the support of his chaotic good twin brother. During
    play, this character angrily killed a captive. Another member, a
    chaotic good elf mage, was horrified and walked away from the
    party, with the support of two others.

    The branches re-merged when one had a random encounter shortly
    afterward. The characters argued again, and somehow this became
    the players arguing.

    The mage player said that her character would be unwilling to
    adventure with someone like that. Okay, fine. The assassin
    offered to switch to a character less dark. The mage offered to
    switch to a character less principled. There was talk of a party
    code of conduct to which all would adhere. It seemed like
    everything was being worked out, but then things flared up again.
    The mage player thought the assassin player was taking up too
    much space in the room.

    Three of the players left the group. They joined together, so I
    wasn't shocked that the other two left in support of her.

    We four remain. We're going to let the group restabilize before
    we take on any more people.

    I've never seen that happen at D&D before.

    They both took roleplaying seriously, but in different ways. He
    saw it as a chance to be a very different person, while she saw
    it as truly experiencing the scenario and so needing to apply
    morality.

    The assassin character, while definitely in the dark and edgy
    category, isn't grimdark just to be grimdark. He has a backstory
    that makes sense.

    He did do a lot of the talking. I didn't realize anyone else was
    unhappy.

    The previous time, everyone seemed fine with each other. *shrug*


    Evil in a party of goods doesn't ever work, I've seen it time and time
    again. Even those on the border of evil (CN.) The only time I've seen
    evil work was with a party of all evil, but I've also seen that not work.
    --
    -Justisaur

    |+-|+
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  • From The True Melissa@thetruemelissa@gmail.comNOSPAM to rec.games.frp.dnd on Sun Aug 23 19:44:12 2026
    From Newsgroup: rec.games.frp.dnd

    alex@alexschroeder.ch wrote in article <116d3fq$1d08i$1 @paraelectrobombus.campaignwiki>:

    I would go where my heart leads me. I feel very strongly that the player characters are there to entertain us, the players. That's why I don't
    care about backstory or alignment of player characters if they annoy
    me, the player or DM. Unfortunately for all players of evil characters,
    that usually means that I don't feel particularly entertained by evil characters doing evil things and whereas a player might argue that they
    use role-playing games to explore different personalities and all that,
    I would counter by saying that this is my entertainment and I'm not
    offering therapy sessions. Their exploration of different personalities
    still has to contribute to the entertainment of everybody else at the
    table. I suspect that I'd follow the mage player.

    That sounds fair.


    Sadly, this isn't the first time I've seen something
    like this happen. Here's an example from 2007: https://alexschroeder.ch/view/2007-09-10_It%e2%80%99s_called_%e2%80%9cEntertainment%e2%80%9d

    Yeah, that sounds ugly. Our characters should never be assumed to
    represent our real selves.


    In the example above, the ranger and monk player that had shouted
    at each other left nice comments and it all looks like some sort of misunderstanding but I was shocked at what I had seen. I expect the
    people sitting down at the same time as I to behave. Shouting at each
    other is not acceptable conflict resolution for adults, not even as a
    result of a misunderstanding.

    Fortunately, no one shouted at our blowup. The mage player did
    cry.

    I'm sorry she had such a bad time at my game.

    IMo they're both good D&D players, in different kinds of games.
    --
    The meek shall inherit, we're told,
    But I'm not so easily sold.
    For supposing they should,
    It would do them no good --
    They'd lose it at once to the bold.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From The True Melissa@thetruemelissa@gmail.comNOSPAM to rec.games.frp.dnd on Sun Aug 23 19:52:55 2026
    From Newsgroup: rec.games.frp.dnd

    Justisaur wrote in article <116f12u$20eaj$1@dont-email.me>:
    Evil in a party of goods doesn't ever work, I've seen it time and time again. Even those on the border of evil (CN.) The only time I've seen
    evil work was with a party of all evil, but I've also seen that not work.


    He was supposed to be true neutral but slipping toward the dark
    side.

    He (the character) ended up having a religious conversion. Half
    the party abandoning him was a wakeup call, and he now follows
    and fights for a neutral deity instead of his own idea of
    fairness.
    --
    The meek shall inherit, we're told,
    But I'm not so easily sold.
    For supposing they should,
    It would do them no good --
    They'd lose it at once to the bold.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Mon Aug 24 11:50:47 2026
    From Newsgroup: rec.games.frp.dnd

    On Sun, 23 Aug 2026 07:45:48 -0700, Justisaur <justisaur@yahoo.com>
    said this thing:
    On 8/20/2026 12:22 PM, The True Melissa wrote:



    Evil in a party of goods doesn't ever work, I've seen it time and time >again. Even those on the border of evil (CN.) The only time I've seen
    evil work was with a party of all evil, but I've also seen that not work.


    Ah, the old D&D alignment system strikes once again. It's probably
    destroyed more adventuring parties than dragonflame. ;-)

    Evil characters /can/ work, but they add a lot of extra difficulty to
    the game. They also don't fit well with extended campaigns, because
    --if they're being true to the character-- eventually they will start
    working against the party... and in a game so dependent on
    team-mechanics, that's a killer. But it can be made work, and it can
    make for some interesting storylines. After all, a huge number of
    movies and novels are based on the whole idea of heroes reluctantly
    inviting a villain to their table, so it's no wonder some players want
    to try and replicate that idea. But it's really hard to get it right.

    That's why I generally put my foot down when it comes to evil
    characters, usually forbidding them outright. You have to make a
    _really_ good case for me to allow it, and even then it also needs
    buy-in by the other players. Even when you can get having an evil
    character to work in the party (something that's not easy when the
    evil character is often all about lying and backstabbing and the
    like), some people are just uncomfortable with the whole idea.

    Unfortunately, if you don't get the buy-in from the start, it's
    usually too late to salvage once the problems come to a head. The best
    you can do is try to get one or the other player to give up their
    character (usually the evil one is sacrificed), but by the time people
    start complaining there's just too much water gone under the bridge,
    and the players have taken too-solid positions on why they're right
    for any real compromise.

    Try to keep things civil, try to get both sides to each acknowledge
    that there's no real right or wrong --that each side just has
    different wants and expectations from the game-- and then make the
    necessary break.

    If you're /really/ good, you can 'split the party' and run two
    separate campaigns, one for each group, and keep the other team
    advised on what their counterparts are doing. Optimally, you might
    even be able to merge the two groups together. I ran a similar
    situation once

    [In my case, the division was more between role-playing vs
    gaming; the latter group just wanted raw dungeon-crawls
    while the former liked a more sandbox simulation]

    and this method was sort of working; both sides showed interest in
    what the other side was doing and even (loosely) interacted with one
    another... but I had to give it up because it was just too much work
    for me to maintain. I never got the parties back together, and had to
    abandon one of the campaigns (I sacrificed the dungeon crawlers). But
    a more energetic DM could probably manage it.

    More likely, you just have to cut your loses. It happens. I've said it
    before: the key to a good game is having players and DM in sync with
    each other. Once you find a group that manages that, D&D is an
    experience like none other. But it's not something that happens easily
    and you'll often have players joining who are disruptive
    -intentionally or not- to that goal. Part of the job of a good DM is
    to try and identify these problems and cut them off before they come
    to a head (or at least, minimize the pain on both sides when they do).

    It's probably the hardest part of the game... especially when friends
    and you're own emotions are involved too.





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