Glych's page
Organized Play Member. 33 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
|


7 people marked this as a favorite.
|
A friend of mine was gming for his first time. In a way I think that made it easier for him to deal with this sort of thing, as he wasn't thinking about mechanics at all.
The party rocked up to a gigantic stone door, festooned in flaming torches, skulls, oddly shaped glowing things etc. Assuming (correctly) the big bad was waiting for them on the other side, along with the magical mcguffin (I can't remember what the artifact was). Having fought in one combat that day, they decided to rest by the door, to regain the handful of spells they'd used. Being a rather munchkin-esque party, they came up with every trick in the book to make sure that nobody would be able to disturb them. 8 hours later, they buff up, charge in, and discover that the big bad had moved. To add insult to injury, the guy had had enough time to call a planar delivery company, so even his golden throne was gone. The company left their card;
"Adventurers knocking down your door? Out of minions? Fear not! The Kwik Klear service ensures that everything of value, including yourself, will be safely ensconced within another castle within 7 hours and 30 minutes. Speak to our sales rep for our price plans."
After a few more instances of this (they got rings of sustenance and then discovered Kwik Klear's premium service) the party stopped trying to nova fights and instead paced themselves. The martial characters in the party appreciated it.

3 people marked this as a favorite.
|
Play a bard. With a few good rolls you could create stories at nearby taverns that spread. Name each of the other players in the story with any name of your choosing. Eventually more people will know the characters by names you've chosen than people who know them by their true names. For bonus points see if you can convince the player characters that the names you have given them are their true names. When the other players complain point out that you're doing it to protect their hard-fought anonymity, if they'd wanted their real names used they should have given them to you.
Plus, no one can be as melodramatic as a bard. They want to brood in a corner? You can brood in a corner whilst having everyone pay attention to you, with your cloak mysteriously fluttering in a phantom breeze, capturing the imagination of everyone nearby. Point out that if the others are wanting to hide, you're helping them do so.
As for combat? Give yourself all the buffs. Refuse to include your allies as "I don't even know your name, how can we be allies?" Upon victory, spread more stories of your daring do, minimizing the contribution of your "party". Once again, if they wanted to play a bigger part of your story, all they need to do is ask, and give you a name to use.
This is all assuming that there is absolutely no way to deal with them outside of leaving the game, which it sounds like you don't want to do.
2 people marked this as a favorite.
|
"If you're going to go evil, have the other players on board" should be in large red letters across every single evil class/feat/alignment description. Playing evil without the party's knowledge, or doing so when you know that no one else wants an evil person in the party, means you're just setting out to ruin everyone else's fun.
Tell them you'd like to try an evil character, but because it's not the norm, ask them if they'd be willing for a trial session. If you can do it well, and you fit in with the party, then great. If not, your character gets pulled. I'd expect the same from a player who decides they want to play a paladin in a group of neutral/evil pcs.

1 person marked this as a favorite.
|
Having an evil character in a party is like adding seasoning to a fine steak. It's good if you're careful. But if you're dumb, you end up having a mound of pepper on a plate. And no one likes eating a plate of pepper.
So while my lawful evil lawyer might twist arms, sack cities, blackmail innocent baby orphans, or sacrifice countless innocent people, at the end of the day everything that I do is to help the party. From a pragmatic point of view, it's because you shouldn't s~#~ where you eat. Pissing off the rogue is likely going to end up with my throat slit and my pockets emptied. Swindling the fighter could mean that he doesn't have good enough armour, dies, and I'm the next guy the monsters turn to. And don't get me started on betraying the druids or rangers. Having birds s!+*ting on you every waking moment isn't conducive to looking like an upstanding, respectable citizen.
Playing CE, and to a lesser extent NE, means that at some point you're likely to find your goals don't meet the rest of the party's. At which point as a player it is on you, not them, to work out how to make things work. If the rest of the party isn't evil, I would strongly recommend telling your player to steer clear of those two. And if he knows right now that he is going to end up messing with other players, and is ok with that, point out that he's deciding to ruin everyone else's fun. If he's still ok with that, kick him.
Having an evil person in the party, even if you have a paladin (providing he's not stupid good), can be a great benefit to the group. You can open doors others can't, cross lines they can't cross, and generally take shortcuts that they can't see. If you're smart, you can keep everyone happy, and enjoy a richer game because of it. But if you act stupid evil, you're going to end up as steak, burnt steak if the wizard has his way.
As a general rule, alignment is how you should act to the world the gm makes. But to the party? You should just try to be nice :P
8 people marked this as a favorite.
|
In a game I was in we had a goblin "cleric" (read: alchemist) who worshipped the great god K'Boom. The guy was awesome to play with, as he fleshed out pantheon to contain K'Boom's brother, K'Blam, and his son, K'Blooie. The universe was started when K'Boom and K'Blam came together and created the first bomb, resulting in the Big Bang. K'Boom is the god of things that violently explode, and K'Blam is the god of the things that explode violently.
While that particular pantheon probably won't fit into your game, it probably wouldn't be too hard to justify a goblin god of fire having his favoured weapon be some form of bomb :)
1 person marked this as a favorite.
|
MeanMutton wrote: It doesn't sound like he shut down ANY in-game solutions. Just death and permanent binding. But those are the only two solutions in "The adventurer's guide to teamwork"! :P
1 person marked this as a favorite.
|
If you have a friendly wizard with you take him aside and inform him that you think someone is stealing from you, and that it may affect your ability to protect him (I'm assuming you're not high level?).
Ask him to cast shrink item several times on a large stack of boulders, then paint them and put them in a pouch. If the rogue can detect magic they will radiate slight transmutation, so he'll probably steal them. Then get the wizard to say the command word. Unless the rogue is using a strength build (frankly, even if he is) he's probably going to be stuck.
Another option is to ask to have alarm cast on you, set it to mentally alert you if anyone comes with 20ft of you or touches you, excluding the rest of the party besides the rogue.
|