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THE KENNEL

The GM is trying to run a game. The party has other plans.

THE PARTY

Greg 

(Forever GM)

  • Just wants one clean session with his friends.

  • Has already accepted that he will not get one.

  • Runs the table anyway, facepalm ready.

Carl

(Murder Hobo)

  • Plays a bard. Acts like a barbarian.

  • If it has hit points, he would like those to stop.

  • Combat is his love language.

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Charlie

(Wild Card)

  • Plays a druid. The wild shape is a warning label.

  • You never know what he will do. That includes Charlie.

  • Greg plans an encounter. The plan was optional.

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Cindy

(Min/Maxer)

  • Plays a warlock. The backstory is whatever gives her an edge.

  • If a feat, pact, or dip adds a bonus, the lore can wait.

  • Optimized for damage. Allergic to flavor.

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Howard

(GMs Good Boy)

  • Plays a wizard. Treats the Player’s Handbook like fetch.

  • Reminds Greg of the rule… especially when it hurts the rest of the party.

  • Thinks he is helping. The table is less sure.

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John

(Noob)

  • Plays a fighter. They started him there so he might survive.

  • Still learning which die is which. Asking anyway.

  • The only one actually trying to follow the plot.

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Josie

(Indecisive)

  • Plays a cleric. Healing can wait until she picks a spell.

  • It is her turn. It has been her turn. It will still be her turn.

  • Too chicken to decide. The name was not subtle.

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Karen

(Rules Lawyer)

  • Plays a barbarian. Cites the book like a lawyer.

  • If it is not RAW, she would like a word.

  • Greg is the defendant. Karen cross-examines him.

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Pablo

(Metagamer)

  • Plays a ranger. The monster manual is his favorite terrain.

  • Knows the hit points, resistances, and vulnerabilities. His character does not.

  • Will share them anyway, as a public service.

Pat

(Cheater)

  • Plays a rogue. The sheet is the only honest thing on him.

  • That die was a 20. He can prove it if you let him pick it up.

  • Innocent face, loaded dice.

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