From: doiron@starpt.UUCP (Glenn Doiron)
Newsgroups: comp.sys.ibm.pc.games,rec.games.programmer,comp.sys.amiga.games
Subject: Re: wishlist for the ultimate role-playing advent
Date: 2 Oct 92 02:13:21 GMT
 <doiron.0esh@starpt.UUCP> <1992Sep29.163229.713@altair.selu.edu>
Organization: 68K Software Development
X-NewsSoftware: GRn 1.16e (7/4/92) by Mike Schwartz & Michael B. Smith

In article <1992Sep29.163229.713@altair.selu.edu> pcs$1610@altair.selu.edu writes:
> >I make it a point in my campaigns to only allow Good PC's.  Anything else
> >would ruin the enjoyment of the game for the players.  
> 
> There should be a 'In article...' line above this excerpt, but I 
> accendentally deleted it. Sorry.
> 
> I don't want to drag this into the ground :-\, but I agree. 
> It's no fun to be stuck in a party with a guy who's always going to try 
> to take everything you own.

It really trashes the enjoyment of the other players.  Besides, the players
should have other things to do/fight than each other.  Otherwise the DM
isn't doing good enough a job :)

> That's one reason I don't like D&D too 
> much--it's way too limited. You're stuck with the same people (maybe 
> different characters, but the same _people_) throughout an entire game. 

Well, there are people who play D&D, then there are people who SERIOUSLY
play D&D.  The latter type tend to know what does and doesn't bring a
campaign to a screeching halt.

> Regardless of what you do, you can't escape that fact.

Well, the whole point of a campaign is to see your characters through until
they retire (if they live that long?), and have a blast along the way.
Certain *player* combinations will ruin it.  For instance, I ran one
module where the thief was more interested in taking stuff from anyone,
and the fighter was more interested in killing the thief than monsters.
It's the way people interact.  Some times it just doesn't work.  It really
depends (much as I hate to say this) on the personalities of the players in
your group.

> It's not really 
> feasable to abandon the party halfway through a quest and never join them 
> again--there's no point in your continuing.

Especially when you only get to play once a week!

> I'd like to see a system 
> where you could leave a party anytime you liked and move on (see the 
> 'virtual world' post).
>
> >one-time BS module, it can be fun to whip up some high level evil
> >characters once in a while...
> 
> Why isn't it 'fun' to have high-level evil characters?

I didn't say that.  I said it was fun for a one-time BS module.  Having an
evil character in the party is simply a recipe for trouble.  I cannot DM,
and indeed, have never seen anyone DM, more than ONE SESSION dealing with
evil characters or a split evil/good party.  It ends up everybody wants to
fight each other, so they say "OK, we fight", they plot, argue with the DM
about calls, and generally waste the rest of the time you have left.

> Because disunity
> simply does not work in a game that requires a high level of unity (all
> the players have to be in the same _physical_ location, all the players
> (generally) have to have the same immediate goals, etc, etc).

As I said, having evil characters in a party is a surefire means to ending
your module/campaign very quickly.

> Quite simply,
> renegades don't fit into the scheme of this game--it's not a fault of
> the game, it's just not feasable.

A lot of that has to do with the fact that there is usually only one DM,
and in the situations where there are two, they have to consult with each
other so much (now, we wouldn't want any time/space discrepancies to deal
with, messy, messy :) that you get half as much done in the same amount of
time.

> Maybe that's why games where rebellion is permitted are called 'BS', and
> are not taken too seriously.
> 

How could they?  The party is too busy argu(e?)ing/fighting themselves to
actually do something useful.

> 
> Just wanting to a be a free man with the wind in my hair,
> Scott
> 
> P.S: .sig files are for weenies :)

PS's are for weenies :)

Glenn Doiron
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