“… That will be thirty-five gold.”
“I place the gold in her hand, thank her and take my items back outside to the party.”
“Got all the stuff, is everyone read— where is Brycel?”
“We thought he was with you?”
“What did you do?!”
A halfling with an arm full of goods comes rushing out of the store behind you –
“Time to go!”
“I yell an apology into the shop and then run after everyone, do we see guards anywhere?”
“There do seem to be a few sets of halberds advancing up the street.”
“God dammit Brycel!”
Dungeon Master or player I think we’ve all been here before. Rogue is an extremely popular archetype for role-playing games for reasons that are readily apparent. Regardless of whether you like the idea of playing a fantasy version of Hitman, fancy yourself the next Daniel Ocean or have always dreamed of being this guy the Rogue class can give you that chance. They’re one of the most flexible classes in all of Dungeons & Dragons even including a path called Arcane Trickster if life just isn’t interesting enough without a little spell-casting on the side.
Clearly based on the example at the top I’m here to talk about one particular class of Rogue, the Thief. Our friendly neighborhood pickpocket, confidence man and, all around angle seeker in any given situation. Negotiating for the release of hostages? They might see if they can finagle a few extras for themselves in the process. Investigating a mysterious death in the Royal Palace? What silverware? Going shopping for supplies? No, I don’t believe I have seen any Potions of Giant Strength.
The thief is often a class chosen by those who want to role-play the “fun” side of sinister, the kind of evil that pricks but doesn’t kill, the kind that still allows you to sleep at night, the lovable miscreant. I imagine many rogue players envision themselves to be something akin to Aladdin if he was deep into a goth phase. It’s all fun and games while you escape the guards in a jaunty run across town that ends with a good laugh in some dingy alley with your party while they give you shit for being an incorrigible sticky-fingered thief.
Unfortunately in my experience the reality can be a bit more complicated. I stumbled upon this thread while browsing around before bed and it touched on something that I’ve thought about off and on over the years. We often talk about how important it is for the DM of a table to have a conversation with their players about the type of game they’re expecting. Everyone should more or less be on the same page about the direction of the campaign, the style of play and the general attitude and goals of the party. A chaotic evil character running around amidst a group of lawful good is just asking for trouble outside of a very experienced group who enjoys an odd roleplaying challenge. It’s not that situations like this can’t ever work but there are conversations that need to be had prior to going live to ensure the health and longevity of the group.
To tie in another conversation I had today with another DM and some players we briefly spoke about red flags that we look for when talking to prospective players. I mentioned one of mine which was players whose backgrounds start with or include references to their characters being former gods, disgraced gods, temporarily “de-powered” or overthrown in any fashion. I like grandeur and imagination in backstories as much as anyone but every player and DM develops a sense for people that they will not mesh with for a variety of reasons. Another one of the red-flags that I keep an eye out for in character backgrounds is the word “Kleptomaniac”.
This word in a backstory reads to me as an excuse for the player to steal as much as they want whenever they want with little regard for any justification beyond, “I have to because I’m a klepto.” I will offer the clarification that I have in the past had a player who while using that word to describe their character they also provided me with a specific list of items that would trigger their kleptomania and that it was limited to those. This is the kind of care and detail that in my opinion must be included with a character who suffers from any kind of manic disorder. In the example I posted above from the Reddit thread you might be able to see why this kind of thing aggravates me so much. The player who describes themselves as a kleptomaniac is not stealing because of their mania but because, as they pointed out, their need for some extra gold. This is the reasoning that your everyday pickpocket or confidence man uses to justify lifting a wallet or breaking in to steal an expensive pipe. This is simple greed or opportunistic theft, not theft driven by an irresistible compulsion to do it regardless of danger or circumstance.
Kleptomania and other quirks like it are character flaws and shouldn’t be treated as pseudo-feats that you can take as a player to excuse extreme and sometimes downright stupid behavior.
This leads me to the wider problem that is also evident in the post. Players who use traits like kleptomania have a tendency to warp the play at the table to disproportionately revolve around their actions. This isn’t always intentional but it can easily come about naturally from just embracing their characters core flaw. In a game that strongly promotes the idea of co-operative storytelling these types of characters can disrupt that fundamental pillar. The argument can certainly be made that in a game like D&D where freedom of choice and the accompanying consequences are “part of the fun”, which I certainly agree with. The caveat which must be stressed however is that at the end of the day it is still at its core, a game, where the ultimate goal is a good time for everyone involved. If we accept the presence of a kleptomaniac then lets expand our view for a moment to potential other manias or neuroses we could see crop up.
A pyromaniac wizard? How rapidly frustrating would a game become with a player who is obsessed with fire and has such easy access to it that they are constantly in danger of burning anywhere they go to the ground?
Severe obsessive compulsive disorder? How long would a party wait around while their Cleric counts each and every stone tile as they traverse a dungeon?
Ablutomania, where the druid in the party obsessively washes themselves, constantly using up any available water supply even their drinking water. As a result the party must resupply frequently and stop at any water supply along the way so they can wash.
If you find any of the above examples ridiculous or believe that they would be disruptive to a game remember that kleptomania falls into this list as well. We tolerate it because when used appropriately it can be an almost endearing quality in a party member or even a form of comic relief. As the thread I posted will show however it can very quickly morph into a problem when the DM feels the player is out of line or the player feels they are being punished for playing their character. This also doesn’t mean that the above examples can’t or shouldn’t ever be used but that these types of characteristics are hard to role-play in an appropriate manner.
I do want to take just a moment to address the fact that in spite of what I have written here I also do think that the DM was not wholly in the right with enforcing an alignment change on the lawful neutral character. The debate over alignments and how they should affect the game is still hotly debated in the community but I do have to side with the players on this. It seemed a bit punitive and an attempt to discourage other people at the table from engaging in the thief’s shenanigans. Unfortunately without knowing the entire history of the group its tough to make a definitive judgement because alignment changes often should happen when a pattern of behavior is established, not on a singular incident. Furthermore I would state that I do have a small issue with the fact that a lawful neutral cleric was the abetting character as to me that seems to be two layers of plausible reasoning for them to not take part. Either way, a discussion for another time.
So not to bore you for much longer let just conclude with a point that the player made at the bottom of the post –
…But once the DM knew that we were trying to steal the pipe, he then said that magically(without good reason, no spell was casted) a glass case and bodyguard appeared in the store, the glass case over the pipe and the bodyguard which is in the store (so because we wanted to steal something, the DM tries to make it harder for us than it should have been just so he can fuck us over)…
I want to clarify something here that as a DM I do not describe rooms and environments with 100% of the available detail. I try to judge what the myriad characters at my table may or may not notice when they are just going about their day. To describe everything in excruciating detail means that getting anywhere with any speed would be nearly impossible. Its another reason why DMs don’t, or shouldn’t, allow constant Perception checks by players because it slows the game until its nearly unplayable. Players must communicate their intentions and make intelligent decisions from moment to moment based on their suspicions or goals. If you think there might be a trap then by all means check for it but I will not allow you to stand there and roll checks until you get one that makes you confident it is safe to proceed. I can explain any number of reasonable mechanical reasons as to why this is but let me just simply the issue: It isn’t fun. Not for me as the DM and not for anyone else at the table.
Again, it’s hard to make concrete judgments as I don’t know the history of the table, it’s players or the DM but it’s fairly clear that the relationship between the klepto and the DM has shifted to be somewhat adversarial. There are good reasons why players shouldn’t withhold information from their DMs because it can lead to situations like this. If a thief at my table walks into a building I don’t describe things like security or potential theft targets unless they specifically ask. If the thief tells me that they want to enter a shop because they want to case it then I know what information that character is looking to glean from their visit. If all they tell me is that they’re going into the shop with no further context then I won’t bother to expand on a description I already gave. Once they’ve revealed their plans to steal an item, like the pipe, then it’s time to discuss relevant details for that particular goal.
Very rarely do DMs do anything specifically to screw over their players as most of the time what you do is a total surprise to us. We may inadvertently gloss over details you wanted to know but we also can’t always know what specific information you want unless you ask. There are few if any reasons players should feel a need to keep information from their DM and just about all of them are bad news for the table as a whole. If you as a player find yourself in that position or know of another player who does then its time to have a discussion before it leads to bigger problems. It’s hard to stress enough just how important communication is.
Like most topics when it comes to D&D nothing is universal and your mileage will vary with any given advice but it is important to be cognizant of the people you are playing with. I am by no means saying that you must create characters devoid of quirks or challenging flaws but reasonably those things can be something to work up to while you gain experience as a player.
Now, grab your dice and go have some fun! I’ll be back soon.
Happy gaming, folks!