Wow. Did you just read what you wrote? That just gives the whole fucking show away, doesn't it?Fuchs wrote:If the collective decisions of the players are "FUCK YOU, Player A", then something is wrong anyway. If the group doesn't want to make sure everyone has fun - and letting people play what they want, and use what weapon they want is a big part of having fun - then the group's not worth much to begin with.FrankTrollman wrote:So after the players decide to not go quest for a treasure, as the DM you decide that you'll give it to them anyway?Fuchs wrote:If the group doesn't want to go on side quests then I can easily make the katanas stolen part of the main quests by making the thieves involved with the BBEG.
Congratulations: you just managed to find a way to make the katana character even more poisonous to the group dynamic. His very presence apparently makes all decisions made by the collective of players completely meaningless.
-Username17
However, if teh group consensus is: No side quests, then all the character-centric stuff happens in the main quest, easy.
- Player A wants to go on a side quest where the party tracks down a magic katana from Shufang that he heard rumors of so that his character can get a weapon that the player thinks will be cool.
- Player B wants to go on a side quest where the party kills the Blue Cardinal to avenge his character's father.
- Player C wants to go under water to fight the Sahuagin pirates at the source because he thinks underwater adventures are cool.
- Player D wants to go to the Frozen North and fight the Frost Giants because they did some nasty stuff early in the campaign and that seems like the next thing to do.
And this is why the katana master is unacceptable. No other player suggestion is considered by anyone to be more than a suggestion. And with four to seven people at the table, it is very likely that the vast majority of suggestions will not be acted upon by the group. But apparently the katana master "has" to get his way every time he makes a katana suggestion or the game falls apart. That is the most poisonous that it is possible for a character concept to be for the group dynamic.
No character concept should be powerful enough to override the democracy of the table in a cooperative storytelling game. If it is that powerful, it should not be allowed.
-Username17
