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Salamanca
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(Date Posted:08/08/2006 21:39:22)

Little note on at sea issues:



While seated at a table in a nice, safe building, players can forget that their character is out to sea in an era before there was a thing called the "coast guard". Any fool that would try to scuttle a ship is going to get responded to like any modern individual that starts causing problems on a plane. this is even more apparent to someone that has been held below decks and has no idea which direction land amy be.



That really needs the GM to break the moment and remind the player of the actual situation. If thye go through with it, they and any player that helps them along need to get some tough love. Swim checks, climb checks, whatever you can come up with to punish them. Anybody acting more heroic gets a break on those while they make checks to rescue others or whatever. They may even get pulled into the only lifeboat by some of the crew. IF they still get out alive (which they do not deserve to) after scuttling a ship, someone lives to recognize them. Some one spreads what they ahve done and they will never find passage again with a sane captain.

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Damn! Asking for exposition is like kryptonite to NPCs!

Will Hollows
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(Date Posted:08/08/2006 22:29:50)

Reply to : Salamanca





Swim checks, climb checks, whatever you can come up with to punish them.






Oh, did I forget to mention that the sirens are simply ravinous this thime of year...



Serously, the best way to cure D&D mentality is to calmly explain to the player what game they are playing, who they are playing in that game, and then show them the results of their actions. Is the ship they sank near shore? A naval vessel of the country they are near investigates and arrests the players for murder, damage, and a host of other charges (the only evidence that it was a pirate ship and not a merchant vessel now lies at the bottom). Is the ship far from shore? The party is stuck in a lifeboat for several days and running out of provisions, until a Vodacce merchant ship appears and begins negotiating the price of a rescue (alternatively the heroes could be "rescued" by a Crescent slaver ship). The players have to learn that Theah is a society of laws and they punish those that break them. Do your best to keep the player in the group, because, if he really is a great guy, you want to keep him there. D&D mentality is curable, but it may take some time (and lectures).

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William Hollows has completed the Masters Exam to the satisfaction of the Guild Leader. Let it hereforth be known that the Brewers Guild has granted William Hollows the title of Master Brewer with all of the rights and privileges thereof.

Lady Grace
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(Date Posted:08/08/2006 23:15:52)

Throwing my hat into the "Talk to the Player" option.  Heck, I'm in a D&D campaign right now and the GM had a talk to our Chaotic Neutral Fighter about being potentially TOO unworkable with the rest of the group and being too Chaotic Psychotic.


And after you have the talk and they don't listen anyways, it feels so good to punt the offending player out and into a wall, knowing that you at least tried diplomacy first.


 

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"Ulf, just because you drank six tankards of Vesten mead and shout "I'm the Oncoming Storm!" does not --I repeat-- does NOT automatically make you a Berserker!" -- Fortunato Valari

sirhobbit
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(Date Posted:08/09/2006 08:49:52)

Thanks for the suggestions all! I'll implement a few of them over the next couple of weeks and let you guys know what happens!
JackBlack
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(Date Posted:03/18/2007 10:02:37)

Reply to : sirhobbit



I've got a question.I've got a player that is a very good person and a great guy. Problem is, half the time he's playing 7th sea he seems to revert back to a D&D mentality. Not just Looting (however, I like the idea posted about that!), but let me give you a recent example.Last game most of the party had been taken captive by pirates and were being held below decks in iron barred cells. Now, I expected an escape attempt...even gave it the perfect set up. But then things went horribly, horribly, wrong. The 'jailor' came to interrogate them. At one point the jailor gets so upset at the stubborn heroes he orders a lackey to open one of the cells so he can 'punish' him in front of his friends. The heroes use the lead and quickly get the jump on him. However, during the struggle, the jailor fires his pistol causing the heroes to assume the the rest of the crew has heard the


I know this is old (I've not been around here in awhile), but its funny because I'd almost say that reminds me of a Frank character. =P (Though, he'd certaintly would deny doing anything like that, I've heard enough stories of Jardon (sp?) to know otherwise, plus the nightmares hes tried to uninitional wreck in my games).  
st barbara
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(Date Posted:10/11/2007 12:51:22)

 I think the closest i've come to "looting"a fallen opponent in "7th Sea" would be picking up a spare knife after a combat, or perhaps the time "Cassandra" picked up a pistol from the ground and used it to fire at an escaping opponent, but she threw it away afterwards if I remember correctly.
 Welcome to The Collection of Flashlights!Wolf-eyes ,your eyes break the darkness!
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