(in D&D at least)

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[–] 9 points 1 year ago (1 child)

This is also a great way to handle it; malicious compliance/monkey paw. Makes for some humorous moments.

And yeah, if a player is constantly having to be told no, a talk may need to be had, and if it can't be resolved, they probably need to go. It's also a reason why Session 0's are so important; talking out what's expected of the campaign both on the part of the players and what the GM has in mind.

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