DM suggestions for managing cohorts?


Pathfinder First Edition General Discussion

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Shifty I disagree.

I will tell you why with an analogy. Atheletes play sports knowing full well that sometimes they will get injured and sometimes these injuries will effect them for life (occasionally they even die), however, they assume the risk of getting hurt and continue to play.

My players know full well that their cohorts will be on borrowed time (after 20 years I assure you they have figured it out). When they take the Leadership Feat they know they have assumed the risk of having a benefit from that feat "get itself perished". [Cohorts are in many ways nothing more than a bag of healing, a selection of skill sets or a meat shield anyway because it is difficult for players to play more than one character and usually they are not made to duplicate ablities already possessed by the party].

If they are willing to assume the risk of having a cohort then they must be ready to deal with the consequences, which is horrific death. Also, like I said before, its not like the characters can't pick up another victim... I mean cohort or raise them from the dead if they really liked the one they had. (The refund on this feat is that it does not permanently go away). Dirty Harry had a new partner every movie despite the fact that his partners constantly died, perhaps I should have been a co-writer on those scripts...

Plus Leadership grants a two pronged benefit (1) a Cohort and (2) Followers so the temporary loss of the cohort does not make the feat obselete.

Now if a player took Weapon Focus Longsword and then I cut off their hands in a way that did not allow them to regenerate so they could not use a long sword anymore then I agree THAT would be unfair.

I think we will agree to disagree on this one. :-)

Ice Titan - That is actually kind of funny I should goof on the Fighter next game and tell him his BAB is running out the door and moves 5' faster than he does....


Dennis Harry wrote:
...assume the risk...

Risk means there's a CHANCE of something going wrong, your definition seems to be more a 'guarantee' of a messy end, inevitably rendering the Feat useless for an undisclosed period of time at some unknown (presumably early) point, that can only be countered by expensive and punitive systems (such as rezzes).

I know that there's no way I'd touch it in your campaign, and frankly, if you take that sort of view towards the NPC's perhaps you'd be doing those guys more of a service by just saying 'dont spend the point, I'll give you some plot devi...er...cohorts'... :p

Anyhow, as you say, just gonna have to agree to disagree :)


I tend to use the Leadership feat a LOT in my games, both as a player and DM. Back when we first started 3.0, I just really wanted to run a second character. Through the years I've found specific uses for the feat, that do NOT include power-gaming; more-so a means of adding a new character to the story, with some plot-relation to a specific existing character(the one who took the feat).

Essentially, it's an in-game mechanic to justify the addition of an "apprentice" level character. It's tricky, because if a DM isn't careful, there is a lot of room for abuse and munchkinery. The DM should be directly involved with rolling up the cohort, but I feel the player should be allowed to run it. The DM can step in with the dialogue and decision making, but the player should be at the wheel with the dice. They are essentially part of the PC's story directly. IMO, I agree whole-heartedly with the previous posts that say it should be role-played, but I disagree about banning the feat entirely. I feel that doing it entirely in role-play leaves too much room for abuse. What's to stop a player with a maxed-out diplomacy from attracting a cohort who is a higher level? A brilliant and sneaky 5th level rogue could easily talk a slow-witted and dumb 8th level barbarian into joining him, for example.

Attracting a cohort should be both the use of the feat AND role-play. The feat simple gives credence and numbers, the player should still do the attracting. Like I said earlier, I've used Leadership a lot in my games as a story building mechanic. It's always bothered me when players and DMs, old school and new school alike, draw a dividing line between Role Playing, and Game Mechanics; they should be working hand in hand. Here are some examples of Leadership for story purposes, that worked out well mechanically:

-An adventuring Ranger PC is visited by his younger sister, a Druid, who brings news of their family's village having been attacked, many of the family is slain, and other survivors were taken captive. The Druid is a capable adventurer herself(only 2 levels lower than her older brother), so the Ranger convinces her to join the party as they go to try and rescue the hostages and avenge their slain family.

-A Kensai PC is left to watch over a young princess after the royal family is slain in an attempt to subvert the throne. The Kensai had sworn an oath to the king that he would protect the princess and restore glory to the throne. The Kensai is older and much more experienced, and is played by the PC. The princess has some clerical training, so she tries to help the Kensai with healing along their travels as he attempts to garner support for her city-state. Otherwise she has no other adventuring experience, so she mostly stays in the background; also to hide from enemies of the state who might assassinate her.

-A Knight PC brings a squire, or knight-in-training, along for adventures and experience. This scenario can be played out by any class that might have an apprentice, such as wizards, clerics, rogues, etc, who seek to teach their trade.

-A military commander Marshal PC brings his First-Lieutenant Fighter, or conversely a well-trained field medic, as they seek to draft soldiers to their army...

...And a tried and true favorite of mine for use directly as NPCs, is the old Villain, Chief Thug, and Lackeys route. Common examples in media are Cobra Commander and Destro, Megatron and Starscream, Shredder and Bebop/Rocksteady(sorry, I was an 80's kid). Any one of these characters could be individual characters in their own right, but the context in which they are presented to the audience and to their adversaries makes more sense to me in the Leader/Follower route.

None of these above examples were for the purposes of "power-gaming" or "munchkinizing". They actually helped propel plot points forward and give the campaigns more depth. Sometimes, in more shallow plot based games, we use cohorts to do the "dirty work" so that we can make the kinds of character classes we actually want, and not soley what the party needs. If we all want to make fighters, we use cohorts as healers and wand/scroll repositories.

Liberty's Edge

I wrote a bit of an opinion piece on cohorts, but didn't feel that the overall feeling of the writing would fit in, at least not in this thread, anywho I put it over here, in case anyone is interested.

Final Edit: All Systems Nominal!


Jandrem wrote:


Attracting a cohort should be both the use of the feat AND role-play.

This. In a perfect world.

If the players don't make an in game effort to attract a particular type of person (good deed to the Church* for a Cleric, forming a Thieves Guild etc) then why do they magically just get said NPCs?

Dark Archive

Pathfinder Roleplaying Game Superscriber

Well I can see how the leadership feat might not require the PC to go out and look for a cohort. I mean by the time they can take it typically they should have accomplished a bit and might have a rep. So i could see someone having heard of them wanting them to be their mentor etc. Of course if they don't go looking for one, then who knows what they will get.


Dennis Harry wrote:

Shifty I disagree.

I will tell you why with an analogy. Atheletes play sports knowing full well that sometimes they will get injured and sometimes these injuries will effect them for life (occasionally they even die), however, they assume the risk of getting hurt and continue to play.

My players know full well that their cohorts will be on borrowed time (after 20 years I assure you they have figured it out). When they take the Leadership Feat they know they have assumed the risk of having a benefit from that feat "get itself perished". [Cohorts are in many ways nothing more than a bag of healing, a selection of skill sets or a meat shield anyway because it is difficult for players to play more than one character and usually they are not made to duplicate ablities already possessed by the party].

If they are willing to assume the risk of having a cohort then they must be ready to deal with the consequences, which is horrific death. Also, like I said before, its not like the characters can't pick up another victim... I mean cohort or raise them from the dead if they really liked the one they had. (The refund on this feat is that it does not permanently go away). Dirty Harry had a new partner every movie despite the fact that his partners constantly died, perhaps I should have been a co-writer on those scripts...

Plus Leadership grants a two pronged benefit (1) a Cohort and (2) Followers so the temporary loss of the cohort does not make the feat obselete.

Now if a player took Weapon Focus Longsword and then I cut off their hands in a way that did not allow them to regenerate so they could not use a long sword anymore then I agree THAT would be unfair.

I think we will agree to disagree on this one. :-)

Its hard to explain how many ways i disagree with you.

1. A good dm should be upfront with his players about stuff like that. Like killing/kidnapping cohorts? Great. Your players enjoy the hooks? Great. But you should always tell them this preference, because it would/should affect their choice of the feat. They should not have had to learn from experience. Just because your players have learned over the years what your whims are doesnt make you right, or a good dm, it just means you have tollerant players. Or perhaps you are the only person in the group who consistently likes to dm. But certainly keeping players does not automatically mean you are a great DM.

2. Athletes do indeed take a risk when playing sports. And sometimes the unfortunate happens. But for the most part, the ones at risk of serious injury are not doing it simply for fun. They are not playing a game for the game itself. It is a passion, or they are looking for a career. People who play for fun, play at a much lower intensity, with a much smaller chance for injury.

A game in which people are just out for fun, such as a roleplaying game, should not include significant chance of incapacitation on the players. Because a crippled character likely means a player is not having as much fun as he could be. This to me is an attrocious practice of a power hungry dm.

You even said, the player who lost his tower was unhappy with the turn the story took, for years of actual time. You seriously dont see a problem with that?

As dm its your job to see that everyone has a good time, not just most of the players. You were clearly not considering that with your story arc. Just because you are willing to give it back at some time in the future doesn't mean its acceptable practice. If a player is spending multiple sessions without a cohort, he is wasting the feat.

3. Followers do not make the feat useful. I also find it literally impossible to believe you dont kill them too. Not to mention they are little more then the equivalent of an alarm/unseen servant spell to a high level character.

4. By killing a cohort you are actually permanently weaking the character, killing a cohort reduces the leaderships score. So dirty harry should get progressively lower level partners. It is entirely possible for you to have a cohort die, raise him, and then be unable to keep that same cohort due to a reduced leadership score.

So in short, add me to the list of people who wouldn't touch your game with an 11 foot pole.


personally I wouldnt add it to the list DM's should never ever do, I might do anything to promote a story and blanced gameplay, if someone is doing a munchkinXtreme with his henchmen I'd have no problem pulling a Nodwick and roll up a new handmade henchmen for him.

Only real rule is that the DM should have fun and share the fun with players, I would be utterly shocked if my henchmen got soul trapped and taken away by a powerful demon.. but I wont instantly attack the DM for messing up my character.

Usually a good DM eventually balances things out, roleplay is moreimportant than an extra 'plus' on my charactersheet though, so I can see how many would disagree ;)


Interestingly, apparently in the very very very old school approach (IE: guys who gamed with Gygax), it was generally assumed that you'd hire a slew of mercenaries to help you do stuff, whenever possible.

In fact, in a thread with one of them, he was surprised and shocked to find that the rest of us assumed that hiring a bunch of guys was somehow 'cheating' or not in the spirit of the game.

For what it's worth.


@ Kolokotroni

1. I am upfront with the players. They know the drill.

2. I disagree with this point because it seems that the basic premise you are under is that a cohort death or disappearance "incapacitates" a player or character. I don't believe that to be the case.

Sure the player that lost his tower (was not a cohort he lost and no feat was spent) was unhappy at first. He was not unhappy for 3 years though! If anything it gave him that much more motivation to track down the foe that did this for retribution so his unhappiness lasted for about one game (that is the kind of guy as well as player that he is).

Players are unhappy when their characters die too. Do you not kill characters because it might make your players unhappy?

Killing or kidnapping a cohort is certainly an acceptable storyline practice. I don't believe that arbitrary and capricious character death is an acceptable practice but then again I don't do that so its not a problem. Perhaps this is just your opinion but the way your post reads makes it seem as if there is an "acceptable practice section" in the DMG and there is not.

I agree with you that it is the DM's job to make the game fun and I do, otherwise how could I be doing it for 20+ years?

3. I do believe that followers make a feat useful so I disagree with you here. In a campaign that fields armies and involves mass combat they are essential to victory or defeat. I do not arbitrarily kill followers, they may die in mass combat but such is the risk of war.

4. Actually I DO NOT reduce the Leadership score with the death of a cohort simply because of my practice of killing them (mind you I don't design entire campaigns around killing cohorts so perhaps my first post gave a false impression of my approach). Plus I am not always successful at killing cohorts sometimes they make it :-)

Not reducing Leadership with the loss of a cohort may not be in the rules but I play by the golden rule so I change them as I see fit. Leadership score in my game drops as a result of poor leadership, not just because someone happens to die in a leaders service.

-----------------------------------------------------------------

As for your opinion that you would not enjoy my game I would invite you to come and watch before passing judgment on my DMing skills or how good or not good my game is (if you cannot come in person you may listen in via Ventrilo). Knowing how I treat .5% (if not less) of what effects my campaigns (cohorts) you simply do not have enough evidence to know whether I am a good DM or not. No group games for 20 years with a bad DM someone else would pick it up or they would find another group. I live in one of the most populous areas in the US so there are plenty of other options. So please reply to this post and we can make arrangements for you to come by (or listen in) and make a fully informed opinion :-)

I do respect your opinion (and those of the other on the board) about how my dislike for cohorts is unfair. Perhaps I will revise my cohort killing parctices in the future. This may be the first time in the history of the internet that a debate actually changed someones mind about a subject :-)

No one is high enough level in the new game to take Leadership yet. As a side note, the funny thing is that in my last campaign almost everyone took Leadership. Out of 6 players, 5 took leadership I killed 2 cohorts (I tried to kill others but they avoided death, and the 2 that died were rezzed).


Shifty wrote:
Jandrem wrote:


Attracting a cohort should be both the use of the feat AND role-play.

This. In a perfect world.

If the players don't make an in game effort to attract a particular type of person (good deed to the Church* for a Cleric, forming a Thieves Guild etc) then why do they magically just get said NPCs?

They shouldn't. As a DM, make it known that this sidekick doesn't magically appear, a little effort should be involved.

The player might not have any ideas on how to do it. Sometimes it's just laziness/sense of entitlement, but sometimes the player just can't think of how to go about it. The DM should work with the player, maybe come up with a situation, maybe a side quest. Maybe the PC's are well known heroes, and the cohort is someone who has heard of them and wants to join up, or at least follow and admire. Maybe the cohort is an NPC who needs rescued, and in return swears an oath to help the party.

If the player isn't willing to invest any RP into acquiring their cohort(or even just explain how they meet), then maybe give them a crappy one(poor stats, no gear, spend all their skill ranks on Profession:Baker and Craft:basket weaving). If the player whines about their cohort not magically appearing, explain to them why people don't just magically appear in the first place.


@Kolokotroni:

Have you ever read the Batman comics where the Joker kills Robin? That was some intense story telling. If it propels the story forward, cohorts can die just as easily(in fact moreso) as a PC can. A crafty villain might even identify the cohort as a weaker member of the party, and purposely go after them or use them to draw the party into some trap.

Basically, I see your points and Dennis Harry's as valid, but I do think you came across a little harsh on someone else's DM style you've never gamed with.


interesting thread so far. i have a personal experience i would like to share. I'm in a player heavy campaign, currently 7. of those 7 only 2 ppl remain of the original grp, the others have died or disappeared. As such everyone gets to build new characters, which is my personal joy of the game. anyway, i approached my gm and said i am tired of playing the healer. i get to have no fun. He said that if my character left the story was over b/c nobody else had drive to finish the plot line. So here i am, stuck playing healer. at lvl 8 i am responsable for the church in town being wiped out (evil cult) and am rebuilding it for the NG god which i worship. i approach my gm again saying that since i am stuck being the heal bot, why not let me take leadership. he grumbles and says he will think about.

next week, as i turn lvl 9 i take leadership. overjoyed at the chance to play a fun character. My gm build me a wizard. divination. that hates combat in any form and is only good for searching for info. doesn't even have craft skills. so i'm sittin there with followers rebuilding my church, and a cohort i don't want and can't enjoy at all. in general, i'm sorta depressed and considering leaving the game.

any advice for me as a player? (btw game started out lvl 1 with an epic plot to save and/or kill gods, which was exposed to us verrrrry slowly)


why did he build your cohort for you without asking?

heres some ammunition for you!

Druids get to choose thier own animal companions

wizards get to choose thier own familiar

paladins get to choose thier mount

summoners get to choose how they construct thier eidolon

why can't i choose to construct my own cohort?

all these other classes get that right, so should i.

choosing your own minion is a right

i know what it's like being stuck as the healbot, buffbot and trapbot, the trapbot i can handle if i make it a certain little asian girl in a black kimono. a clone of my online namesake, a character i made in grade school for easy english credit. Shuriken Nekogami, i made her back when i had practically no understanding of anime and thought Shuriken meant shooting star, Nekogami i new meant cat god for a long time and was added as a family name later (around middle school when i needed more extra english credit)


Damn it! One of them is revolting quick get the DM stick and administer beatings. Rights! they think they have rights! Whats next treasure? XP?

Mr. Fishy says let the player write the Cohort but check it just like a PC character.


Mr.Fishy wrote:


Mr. Fishy says let the player write the Cohort but check it just like a PC character.

that part i agree with. and was what i intended.

not let the DM write your cohort for you without your permission. as a player, you took the feat tax, so you should have the right to have the freedom to construct it. also it keeps an unneccesary job off of the GM's shoulders.

a few things gm's shouldn't do

Pregenerate PCs and force them upon the players

Pregenerate familiars, animal companions, cohorts, etc, and force them on the players who "Paid the Tax". if you pay the level based tax, you should have the right to utilize as you see fit.

i'd reccomend, if a pc willingly chooses to actively be a healbot without party influence in any form, that they get a free 2nd pc of the same level. without having to burn a feat to do so.


Most players want rules that work within the framework of the system. Crafting does not work. If it did players would put ranks in it for reasons other than fluff. Now I am not saying crafting can't ever be used for a real benefit*, but I have never seen it taken with the intent of actually being used.

*There are times when weapons are armor does get damaged


William Timmins wrote:
in the very very very old school approach (IE: guys who gamed with Gygax), it was generally assumed that you'd hire a slew of mercenaries to help you do stuff

This is absolutely the case. In fact, you didn't even need to hire them.

I know in 1st Ed. at a certain level (i.e. "Name Level") a bunch of henchmen just plain "showed up" because they thought you were cool and they wanted to hang around you. This was especially the case for Fighters and Rangers, the latter getting all sorts of strange new allies/creatures with every higher level for free.

1st/2nd also clearly differentiated between "henchmen" who followed you of their own free will vs. "hirelings" who you paid. Granted, you had to treat henchmen well, and generally keep them clothed and fed or they would leave, but still it was assumed that at a certain point people just showed up.

My games are that way. If you're high level (at least relative to the local environment) and the town hero, then it doesn't matter how low your Charisma ... someone is going to want to be your follow/lackey/squire/apprentice.

Mentioned up-thread, I killed Leadership immediately. RP, my friends ... RP.

wraithstrike wrote:
I have never seen [craft] taken with the intent of actually being used.

My Players do this routinely. Glassblowing, bookbinding, jewelry-making, woodcarving, cooperage, carpentry ... all have shown up over the years. They not only use them for DT careers or to craft masterwork items to enchant as wondrous items but they also use them as an entre to talk to NPCs to investigate mysteries, make friends in a new town, get circumstance bonuses to Gather Info and Diplomacy, etc.

The Following @ Jason H.

Jason Hormann wrote:
build new characters ... is my personal joy of the game. anyway, i approached my gm and said i am tired of playing the healer. i get to have no fun.

Then you need to either build a new character for this game/group or find a new one.

Jason Hormann wrote:
He said that if my character left the story was over b/c nobody else had drive to finish the plot line.

This is the DM's failing to make it interesting enough to keep anyone else involved, and is not your problem.

If you're not enjoying the story then so what if it's over. If he's so big on finishing it, then he should just narrate the rest of it and you guys start a new story.

Jason Hormann wrote:
next week, as i turn lvl 9 i take leadership. overjoyed at the chance to play a fun character. My gm build me a wizard. divination. that hates combat in any form and is only good for searching for info

The DM is using you as his lackey and b1tch to complete his railroad storyline.

Note that above I said that even "henchmen" will leave if ill-treated.

Make it clear that you are playing your character and he can NPC his.

Then present him with your new character at the start of next session. Make it 9th level, too (you earned it). Oh, and don't follow his plot if you don't want. If he invested money in an AP you guys like then maybe stick with him, but if he wrote it himself and you want to follow the Silk Road to China and so do your campaign-mates ... well, he can enjoy writing a new storyline.

Or ... he can simply narrate his story for you guys that he seems to want to force down your throats.

If he gives you grief, leave the group and find one you enjoy.

Good luck,

Rez


Jason Hormann wrote:
next week, as i turn lvl 9 i take leadership. overjoyed at the chance to play a fun character. My gm build me a wizard. divination. that hates combat in any form and is only good for searching for info. doesn't even have craft skills. so i'm sittin there with followers rebuilding my church, and a cohort i don't want and can't enjoy at all. in general, i'm sorta depressed and considering leaving the game.

Ok well aside from the above example serves as a glowing illustration of what NOT to do to your players...

IN MY LITTLE WORLD:

* I wouldn't be letting you build the NPC, nor picking it's class or any other real involvement, as you don't indicate anywhere that you had been actively pursuing specific cohort members other than spending a Feat.

* Based on this, the only thing 'In game' that you have done of significance would really be the Church building crusade, which would have had me pick between Clerics or Paladins joining your crusade, or maybe a well intentioned Fighter.

Pretty much you'd be getting what you are given as you hadn't put in the spade work.

On the OTHER HAND is a totally different conversation around your enjoyment of the game.

If you are over playing a 'Healbot' then the solutions are:
* "handwave handwave GM FIAT/ACT OF GOD - you are now a Paladin on the crusade to rebuild"
* GM lets you roll something else, and then tries to rebuild his campaign - perhaps your Character becomes an NPC and the Party are now a group carrying out his will.
* GM ask you to tough it out, but then gives you some time to shine OTHER than being a Healbot.
* GM packs up his campaign, rolls a character, and now its YOUR TURN to run a campaign for the next several years :p

I think the feasible solutions come down to you providing the capacity to make the story work, not just dumping it on him and saying "I'm bored - fix it".

And as an aside to people above who suggest that the GM needs a players 'permission' to do something in game - erm, no.


Shifty wrote:
And as an aside to people above who suggest that the GM needs a players 'permission' to do something in game - erm, no.

If I may quote from a rather famous document ...

Governments are instituted among Men, deriving their just powers from the consent of the governed, That whenever any Form of Government becomes destructive of these ends, it is the Right of the People to alter or to abolish it, and to institute new Government

... or a movie ...

What do you call a Leader with no Followers? Just some guy taking a walk.

GMs "rule" a group because their Players let them. A gaming group is a democratic republic, not a democracy but neither a dictatorship.

IMHO,

R.


Shifty, i have been playing in this campaign at least once a week for about 9 monthes now. my character has done much more then overthrow a church in 9 lvls. i've stopped a blight from spreading throughout nation. saved a daughter of my god from sacrifice, journeyed to a military stronghold that was jumping through time. made a pact with the 2nd most evil entity on my plane. saved my town at least 4 times. as for attracting cohorts, ppl have come to the town to avoid the tyranny of the church i overthrew. i actually asked for someone that i could enjoy in combat and maybe had great ties to my underground church. and i have been trying to find followers of my faith since lvl 3. there is alot that this character HAS invested in the story but she is at the point of not enjoying combats. the story itself is fun, just not my role in it.

there are many other details that i haven't told you, and i thought ppl would be smart enough to understand that WITHOUT having to spell it out. apparently i was mistaken


Jason Hormann wrote:

Shifty, i have been playing in this campaign at least once a week for about 9 monthes now. my character has done much more then overthrow a church in 9 lvls. i've stopped a blight from spreading throughout nation. saved a daughter of my god from sacrifice, journeyed to a military stronghold that was jumping through time. made a pact with the 2nd most evil entity on my plane. saved my town at least 4 times. as for attracting cohorts, ppl have come to the town to avoid the tyranny of the church i overthrew. i actually asked for someone that i could enjoy in combat and maybe had great ties to my underground church. and i have been trying to find followers of my faith since lvl 3. there is alot that this character HAS invested in the story but she is at the point of not enjoying combats. the story itself is fun, just not my role in it.

there are many other details that i haven't told you, and i thought ppl would be smart enough to understand that WITHOUT having to spell it out. apparently i was mistaken

i have a 10 question survey about your healbot!

1. is she an Aasimar?

2. Is her name Flonne?

3. does she make nonstop speeches about the power of love and/or friendship?

4. Is her weapon of choice a Staff And/Or Bow?

5. Does she dress in all white, or even mostly white?

6. is healing in any form, all she does?

7. is she goodie goodie to the core?

8. is she a pacifist?

9. does she lecture the party on how stealing, murder, etc, are all wrong?

10. would you consider her heart pure?

if you said yes to at least half of these questions, then you may have a properly portrayed healbot and might want to focus on it.


Rezdave wrote:
GMs "rule" a group because their Players let them. A gaming group is a democratic republic, not a democracy but neither a dictatorship.

Sure, but the GM has to run the game as he sees it. If he feels that in order for there to be a balance etc, then its his prerogative to make any call he feels he needs to make to maintain balance/status quo etc.

As a player, your democratic right (if you fee so offended) is simply not to participate. Of course just talking to your GM about why he has made X call might go a long way to resolving difference, but that's a big departure from saying what 'rights' he has.

Jason Hormann wrote:


Shifty, i have been playing in this campaign at least once a week for about 9 monthes now.

there are many other details that i haven't told you, and i thought ppl would be smart enough to understand that WITHOUT having to spell it out. apparently i was mistaken

Well you see it's not up to us to fill in the blanks about what you have or haven't done, you asked for more information - and based on what you said, it was provided.

The story you posted above is a far cry from your initial post, so you might want to consider that when getting all up in arms.

If what you are saying above is true, then go tell it to your GM, as he would be well positioned to take it on board - in which case some of the points I made as possible solutions would come to pass easily.

Getting in a tizz because you failed to make your point clearly and thus misdirecting others is nothing to get upset at THEM about.


Shifty wrote:

its his prerogative to make any call he feels he needs to make to maintain balance/status quo etc.

As a player, your democratic right (if you fee so offended) is simply not to participate. Of course just talking to your GM about why he has made X call might go a long way to resolving difference

If the GM believes his campaign hinges around the existence of a single PC, then he has failed to "maintain balance".

Players have a personal and emotional investment in a game no less than the GM. Personally, I think RPGs are about "group storytelling" and not "come play my game" (unless you sign up for a one-shot or con-game or something).

Jason H. did try to, at least according to him, discuss things with the GM in an adult manner and got not only rebuffed by IMHO insulted to boot.

I think he's getting railroaded and cheated.

By his own account he seems to enjoy the storyline, so I'll give credit for that, but it sounds like the GM needs to find actors and not Players since he seems determined to force specific roles upon them.

From what I've read :-)

R.

P.S. FWIW, I like Shifty's idea about switching to a Paladin or similar role for a new PC. As a mega-campaign DM, I see no reason you can't make a "lateral move", drop the heal-bot into the background and play a 9th level Knight or Paladin or whatever of the same order. Want to cast spells, be a Mystic Theurge or something.

I've allowed such things in the past, either temporarily or permanently, when a Player wanted to make a change.


No doubt a player should be able to switch characters whenever they want to. In my games I always allow players to switch when they are not feeling a character, I will keep the old character around as an NPC just in case they want to go back to them. How can a player truly enjoy a game if they do not like their character?

Clerics in combat do not just need to be healbots that is a choice not a requirement. Its all about spell selection.

I agree that a player should have imput into a cohort though nowadays I build them myself as GM.


I like having the cohort do things for me while I adventure. If it is a caster: then research a subject, fighter: protect my hideout, Rogue: Gather info for the next quest or this quest, Cleric: spread the word of our god/ideal, Bard: Spread the word of my great deed. If we happen to be in the same place at the same time then great we get to fight together, but in most situations in a dungeon no two turns per player but I still get something out of my NPC. By the way it is a great feeling to get back from an adventure and have a parade in your honor all ready to go when you walk into town laden with riches. Had a wizard who would use sending to keep in touch with a bard that would tell the towns folk of our adventures and we eventually became so famous that anywhere we went people knew of our exploits thanks to my leadership feat.

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