• Ahdok@ttrpg.network
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    1 year ago

    As with everything - discuss your game before you start playing it so that everyone is comfortable with the style of game you’re playing. Acrimony stems from people believing they’re playing different styles of game.

    If you want to play a character who steals from the group or otherwise acts to the detriment of the group as part of their characterization - then make sure the other players are going to be happy with, and enjoy the style of game you’re bringing to the table.


    If you’re designing a character who steals from the group or keeps loot for themselves, you have to ask yourself… are you making the kind of character that the other characters would want to travel with? If your character is just an asshole all the time, why would they not just… part ways with your character? In real life, would you hang out with someone who kept stealing your wallet or refusing to pay their share of the bills in restaurants or pubs? “I’m just roleplaying my character” yeah, well they’re roleplaying their characters too… They’re not all putzes, and if spott a raw deal you gotta be prepared for them to ditch your parasitic ass.

    If you’re relying on them keeping you around simply because it’s a game and “it’s not fair to exclude your character and it wouldn’t be fun if they did that”, then you have to be willing to make concessions too (like being open to a full loot share), because it’s also not fun to have another character constantly taking all the good stuff for themselves.

    Ask yourself if your fun is at the detriment of everyone else’s fun. If you’re making the game less fun for everyone else on the regular… are they going to want you in the game at all?


    DnD adventuring parties are, at their core, a group of people who get along, working together, for their common benefit. If you are designing a character who “doesn’t play well with others” it’s important to understand that your character’s personality is pretty antithetical to the game’s core expectations.

    Definitely, if you’re considering contentious characters like this, also consider making a character with the capacity for personal growth. Maybe you start out solitary and paranoid, or greedy and secretive… but you grow to trust and work with these other people in time. Maybe they learn to be less selfish and make sacrifices for the group. Once these people have saved your life a bunch of times, maybe they realize things are more important than money. Character growth makes for a good story, after all, and that moment where your character makes that leap can make for a great story moment… just… don’t hold onto that growth for too long, because the character might be annoying before that realization.

    People aren’t rigid in their personalities. Yes, a lot of RPGs make you write down some traits on your character sheet, but if you view them as hard and fast rules that never change for an entire campaign, your characters will feel one-dimensional and shallow.

  • KoboldCoterie@pawb.social
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    1 year ago

    Does your game allow PvP combat actions? If not, loot sharing should be mandatory because it is, inherently, a PvP action. The normal method of resolving such a conflict would be to beat the shit out of the offender until they come around, but if that’s not allowed, what in-game resolution is there? As such, an out-of-game resolution is needed, and that is compulsory loot division.

    • sammytheman666@ttrpg.networkOP
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      1 year ago

      I fully agree. Money is a survival resource and stealing it is akind to stabbing a player.

      Fuck no. Fuck pvp. As the DM its my job to hurt my players, bot theirs. Its a coop game for fuck sake

      • tehmics@lemmy.world
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        1 year ago

        This is why I don’t like most dnd dms. Ruling out betrayal because it’s ‘a coop game’ is just as crazy as forcing every session into being a 3 hour combat encounter. If I wanted to play a coop loot dungeon crawler there’s about a million video games that automate the dice rolls and loot sharing, lettimg me focus on the action and the loot.

        Tabletop’s role is to promote emergent story telling, not a more cumbersome way to handle combat and loot. If all a DM can do is stick to their contrived storyline and throw combat at you without facilitating emergent story telling, they’re just a worse version of a video game. I’ll go play Baldurs Gate instead.

        • HypnoticSheep@lemm.ee
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          1 year ago

          If you introduce backstabbing and betrayal into the game without the other players having previously agreed on it, you’re the problem player that tables don’t want. If, as a group, you’ve already agreed to have that kind of game dynamic, then yeah obviously that’s fine.

          • AnonTwo@kbin.social
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            1 year ago

            Dark Urge can make some characters much more difficult to keep, yes.

            I think you can wake up one day and one of the NPCs is just dead before anyone can do anything.

            The idea is to play around that, either try to stop their tendencies or yeah, get rid of them.

              • AnonTwo@kbin.social
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                1 year ago

                I think we’re just saying a mainstream D&D game lets players do more than you do, with the story fullheartedly supporting it.

                And you mean your D&D table, because there’s definitely a few people here who don’t think this is for all players.

        • AnonTwo@kbin.social
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          1 year ago

          Ironically I’m pretty sure Baldur’s gate supports PvP, right down to having the “Dark Urge” character who absolutely would screw with the team by existing.

  • NuraShiny [any]@hexbear.net
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    1 year ago

    Session zero is your friend.

    Personally I am of the opinion that some party rivalry is good. You stole that on your own? It’s yours, sure. It’s not real stuff after all. Who cares?!

    But if you are obviously just taking shit in full view of everyone, in a hostile location, with no intention to share…well now that’s a dick move and won’t be tolerated. Still a good RPing opportunity. I have actually told people before: “my character needs to learn this lesson so please teach it to them”, before doing stuff like this. With the understanding in place, it’s a cool RP opportunity.

  • CalamityEmu@ttrpg.network
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    1 year ago

    My current rogue started out sharing loot fairly but it’s become a running joke that she stashes so much she jingles when she walks. To be fair, half of the party actively don’t want money and she’ll share when asked (if she can’t get the five-finger discount on whatever the party’s trying to acquire) so essentially she’s acting as the party bank.

  • Zymi@lemmy.blahaj.zone
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    1 year ago

    I play an arcane trickster rogue who sometimes goes off on her own little heists to make some money and she doesn’t always share the rewards of that.

    Also if she really put her butt in danger to get to a secret chest she might take a lil finder fee before anyone has a chance to look.

    Sharing loot is ideal and generally I do so but I think it can be fun flavor to be a little greedy. I’m also super ready to be caught ic and deal with the ic consequences of her actions.

    Also she’s very loose with her money and buys a lot of gifts and carousing so it sorta evens out

    • Jesus_666@feddit.de
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      1 year ago

      That’s cool if you don’t overdo it.

      In the end it boils down to trust. The party will (most likely) regularly expose themselves to mortal danger. They need to be able to trust each other with their lives. If a character habitually cheats them out of loot they might find it hard to trust that character. So why would they travel with this person?

      This doesn’t rule out playing an untrustworthy character but it makes it harder to justify their presence, especially over long periods of time. A dodgy thief might be needed for one quest but why are they kept around afterwards? Inquiring minds want to know.

      It’s a sliding scale. Your arcane trickster doesn’t sound like she’s super far down the scale so she’s probably good even if the rest of the party notices. Or maybe she never even hid it in the first place. That also works.

    • sammytheman666@ttrpg.networkOP
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      1 year ago

      Remember. I said racing to investigate. Meaning its shared loot, not a single mission. If you are the only one risking your ass, I wouldnt be against you keeping it.

    • sammytheman666@ttrpg.networkOP
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      1 year ago

      Communism is good. But mostly in fiction most of the time XD in real life it always gets fucked up by ppwerful assholes.

      But jokes aside, playing like this is like a regular BG3 game. If you see a good item for anyone in your party you buy it with everyone’s money. As long as everyone is equipped equally it would work at a regular table.

  • Killing_Spark@feddit.de
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    1 year ago

    It kinda limits the spectrum of playable characters though right? The others can notice that that’s going on and either go PvP or kick the person out of the party. It can actually be a cool character arc to teach the character to share loot.

    Of the player themselves aren’t able to learn that though… do the same as above but irl?

    • sammytheman666@ttrpg.networkOP
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      1 year ago

      Someone that says : my character wouldnt be sharing gold. Then I say : but who made that character hmm ? You have imagination. Use it to justify not being an ass to your party.

      • tehmics@lemmy.world
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        1 year ago

        That’s his whole point, you just shoehorned a third of the alignment system out of your sessions with that one move. If that’s what you and your players want then that’s fine, but it’s certainly not better like you seem to think.

        • Kryomaani@sopuli.xyz
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          1 year ago

          If theres going to be a party then the players are responsible for coming up with a justification why their character would agree to work together with the rest of the party. I will always welcome even evil characters if and only if their player can actually show that they are capable of the necessary teamwork. The evil guy helping good guys begrudginly because they get something out of it is a classic trope and that’s all fine.

          Meanwhile, if your alignment is the classic Chaotic Stupid and you go full murderhobo and backstabber, why would the rest of the part ever tolerate that? They’ll turn up face downwards in the nearest ditch and the player can try coming up with a new character that actually wants to be in the party.

        • Mnemnosyne@sh.itjust.works
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          1 year ago

          Anyone who thinks evil characters have to be jerks to their own party isn’t playing an evil character, they’re playing stupid characters.

          If anything, evil characters that are not morons should be more fair and more protective of the party, because if they get caught doing something against the group, in their own mindset it is perfectly justified to immediately kill them over it. And even if they don’t get killed, finding another competent group you can work with to accomplish your goals is difficult.

          Evil characters can and should genuinely care about some people. They should also find some people to be sufficiently useful tools, even if they don’t genuinely care for them, that maintaining them is worth some inconvenience. Anything less is being stupid evil. I can play dozens of different very evil characters that do not fuck over their party. Some of them can even get along in a party of mostly good people.

          So does it remove some character concepts from sessions? Yes: the stupid, antisocial types that cannot work with a team and are dumb enough they’ll get themselves killed before reaching fourth level probably.

    • Eagle0600@yiffit.net
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      1 year ago

      It is entirely reasonable to limit the spectrum of playable characters to those who have some motivation to play the game with the other players. Stealing loot will reasonably upset the other players (not just the characters), by reducing the ways in which they can play the game. So no, it’s not just creative freedom, it’s being a dick. It’s choosing to be a dick. GMs telling you not to do that aren’t just limiting your creative freedom, they’re telling you to stop being a dick or they’ll stop playing with you.