Why is it that the first two players in my D&D game made such a fit over adding a third player? Why did the three players, two days later, make such a fit over adding two more? What is it about role-playing gamers that makes them want to exclude and shut out people from playing the game. M & T like S, but don’t want him to play, and protest loudly when I offered him a seat at the table. M,T,S like D and A, but don’t want them to play. Aiee!
So the D&D group has expanded from 3, to 5. A is dissatisfied with his cleric, and wants to play a ranger. D has taken the rogue I made a week ago, and run off with him. He wanted to play a monk, but didn’t want to take the time to roll up a character and get left out, especially not with M,T,&S loudly protesting that he should not be allowed to play.
Simple reality check, I told them. I’m a dorm master. It’s my job to be inclusive. Anyone who lives on my dorm who wants to play, can. You have a problem with that, you can get out now.
D played the rogue unhappily. Then he began realizing what Skills were. “Wait, I have climb, right? so I can climb up to that platform and whack kobolds?”
Yes, D, you can.
Up he goes. Nearly falls off the wall a couple of times, but cleverly tricks the kobolds into thinking he’s already fallen… then swings onto their platform (“wait, I have Tumble… can I swing onto their platform? With style?”) and nails one with a sneak attack. The other four nearly kill him, but hey… he downs four kobolds, all by himself.
Fourteen kobolds dead, two escaped. Two PCs nearly dead, two successful healing spells cast, something like forty-five arrows shot, seven crossbow bolts… more of a slogfest than a roleplay session, but a good game in all.
The kobolds are going to have to start learning maneuver warfare, rather than attrition warfare. That is, if the PCs leave the dungeon, I think the kobolds are heading out, and finding a new place to live. Something else will move into their old hideyholes after the PCs leave and come back a few times.