How to deal with a Chaotic Evil player character as a player [closed]

I am taking part in a campaign supposed to be a normal hero adventure. One of our players, who is a first timer to DnD and never really claimed an alignment at the start of the campaign, has pretty much become a Chaotic evil character: stealing from absolutely anyone, attacking people unprovoked, refusing to help at all even when the story revolves around us helping others out.

When we started our campaign this character didn’t have any alignment listed at all. The chaotic evil actions surprised every single one of us including the DM, whom did say that we were supposed to be the heroes of this campaign. He’s even been trying to show her that her constant theft isn’t profitable giving her a few measly copper but her behavior hasn’t changed at all. A lot of us have been trying to talk her out of her actions but she continues to persist.

Since I am not the DM I’m not really able to take matters into my own hands but I am worried that this character will have a devastating effect on the campaign, especially when I see the other players’ frustrated reactions to her actions such as stealing in plain sight from NPCs we’re currently talking to.

We’ve even had our giant fighter try and grapple her just so she wouldn’t murder the guy we were currently talking to for no reason. Besides telling the DM about my frustrations is there anything I could do in game, in character to try and deal with this potentially destructive player and show her that her chaotic evil personality is becoming frustrating to the rest of the group?

What will be most balanced way to deal with the loot (armor, weapons) from dead enemies?

After a successful fight party constantly checks enemies bodies for any kind of loot – their weapons and armor too with the intent to sell in the city. As reselling enemies equipment is mechanic encountered in most cRPG games I think it should be allowed. However, as the party is a low level I’m afraid that it has a chance to destabilize game, by making them rich too fast.

I’m looking for a fair system or a method of dealing with looting weapons, armor and other equipment, which works in your games.

How to deal with Registered Envelope Service (CRES) if you are not using this service

First of all, I am not using CRES, but many of our clients use it. I want to know the best approach to manage all communications with our clients that use CRES.

I want to avoid using CRES webmail services to answer any CRES email. For legal and audit purposes I need all emails sent from our company stay in our email server and not in CRES webmail services. It also create a security problem because when our clients reply inside CRES webmail the information stay in this services and the email is sent from Cisco email servers, so because of that the email doesn’t pass the SPF and it’s blocked or rejected by any other domain that manage their own email server. So everytime our clients reply to an email using CRES and they copy to anyone else that are not using CRES, each email has to be recovered or unblocked.

The other problem is that most of companies that use CRES doesn’t have their SPF configured or it isn’t configured correctly because they don’t include CRES email servers authorizing Cisco to send emails for them. So how can I be sure that a CRES email is authentic?

I prefer to force email server to server encryption if they are HIPPA compliant. But sometimes it’s difficult to get in touch with someone that knows enough to do that.

Is there a way to force my clients not to use CRES to answer emails?

Is there a way that our Exchange servers from our clients to be certify by Cisco so they can receive directly the emails from CRES (We don’t have any Cisco email security appliance, so I think we cannot have a SAML Corporate account using CRES).

is there any software (for client or server like exchange server) that i can install to manage all accounts and make it transparent for the user?

Is there any explicit way that I can be sure the email came from the company they said they are? Almost anybody using this CRES have SPF or DMARK configured correctly with Cisco email servers.

can I extend the WP_Query class to deal with ‘duplicate’ posts created by joining to wp_posts?

Based on the premise that one big database requests is better than many smaller ones, I’ve modified WP_Query for my custom post type ‘word’ and joined three tables to it. The resulting query looks more or less like this and works well.

SELECT wp_posts.*, verbs.*, nouns.*, definitions.* FROM wp_posts   LEFT JOIN verbs ON ( wp_posts.ID = verbs.word_id )   LEFT JOIN nouns ON ( wp_posts.ID = nouns.word_id )   LEFT JOIN definitions ON ( wp_posts.ID = definitions.word_id )   WHERE 1=1   AND wp_posts.post_type = 'word'  AND (wp_posts.post_status = 'publish' OR [...] )   ORDER BY wp_posts.post_title ASC  

I of course now have duplicate posts for each of the words’ respective definitions and I am rolling them back up into one post per word with an array of definitions instead.

But because these results are used in different ways all around the website, I’m having to write similar logic time and time again. Here, for example, I am using the data in an AJAX response.

    $  query = new WP_Query( $  args );      $  posts = $  query->get_posts();      if ( $  query->post_count ) > 0 )     {         $  prev_word = null;         foreach ( $  posts as $  key => &$  row )          {             if ( !property_exists( $  row, 'definitions' ) ) $  row->{'definitions'} = array();              $  definition = array(                 'definition_id' => $  row->definition_id,                 'definition' => $  row->definition,                 'note' => $  row->note,             );              if ( is_object( $  prev_word ) )             {                 if ( $  prev_word->post_id == $  row->post_id )                 {                     // update the previously inserted row                     $  prev_word->definitions[] = $  definition;                      // remove the current row                     unset( $  row );                      continue;                 }             }              $  row->definitions[] = $  definition;             $  prev_word = $  row;         }     }      echo json_encode( array_values( $  posts ) );     die();  

What I would like to do now is extend the WP_Query class to have this done automatically on construction.

class Words_Query extends WP_Query {     function __construct( $  args = array() )     {         $  args = array_merge( $  args, array(             'post_type' => 'word'         ) );          parent::__construct( $  args );          [insert magic here?]     }      public $  definitions = array(); } 

I don’t have any experience with OOP though so I am asking for some help/guidance. Is something like this possible?

Will I have to update a bunch of other properties to reflect the changes…? Like $ post_count

What other things might I need to be aware of?

Thanks

What’s the deal with alignment languages?

In early D&D, there was the concept of an “alignment language.”

The original “little brown book” D&D says only:

Law, Chaos and Neutrality also have common languages spoken by each respectively.

The Holmes basic rules, which come between “brown book” and Moldvay say:

Lawful good, lawful evil, chaotic good, chaotic evil, and neutrality also have common languages spoken by each respectively. One can attempt to communicate through the common tongue, language particular to a creature class, or one of the divisional languages (lawful good, etc.). While not understanding the language, creatures who speak a divisional tongue will recognize a hostile one and attack.

Moldvay D&D says:

Dungeons & Dragons, Basic Rules, page B11

Alignment Languages

Each alignment has a secret language of passwords, hand signals, and other body motions. Player characters and intelligent monsters will always know their alignment languages. They will also recognize when another alignment language is being spoken, but will not understand it. Alignment languages are not written down, nor may they be learned unless a character changes alignment. When this happens, the character forgets the old alignment language and starts using the new one immediately.

What?

So much of Dungeons and Dragons was very generic “sword and sorcery” fantasy that these rules always stuck out to me as an extremely sore thumb, or like one of those snails that has been infected by a fungus and begins to pulsate in random colors. What the heck is going on here?

So, alignment languages show up pretty early in D&D’s history. Every intelligent being that is on the side of Law can communicate. Every intelligent being that has no particular feelings about Law can, too. If they experience a profound change in their feelings about this, they can no longer communicate with the people they used to. It isn’t clear how much communication is possible in an alignment language, since Moldvay describes it as “passwords, hand signals, and other body motions.”

In AD&D 1E, though, there is no such limitation:

Advanced Dungeons & Dragons, page 34

Character Languages

In addition to the common tongue, all intelligent creatures able to converse in speech use special languages particular to their alignment. These alignment languages are: Chaotic Evil, Chaotic Good, Chaotic Neutral, lawful Evil, Lawful Good, Lawful Neutral, Neutral Evil, Neutral Good, and Neutrality. The alignment of your character will dictate which language he or she speaks, for only one alignment dialect can be used by a character (cf. CHARACTER CLASSES, The Assassin). If a character changes alignment, the previously known longuage is no longer able to be spoken by him or her.

That cross-reference to the assassin class is there because assassins alone can learn the languages of other alignments. Probably not all of them, though, because now there are nine instead of three.

In AD&D 2E, the alignment language seems to have been silently dropped, and never spoken of again as far as I know.

When I was ten and played AD&D, the idea of alignment languages struck me as incomprehensible, and today even though I have come to love almost everything about basic and early-Advanced D&D, alignment languages still seem incomprehensible, weird, and unexplained.

What I want to know is this: how were (or are) alignment languages put to use, described, and conceived of in actual play ? So far, my use of them has always been “pretend they do not exist.” I am curious as to how others view and address them.

Also: where did this bizarre idea come from? It smacks of being lifted from some fantasy book, but I can’t recall ever reading anything like it.

How do you deal with a player who always wants to be in the spotlight?

How do you deal during play with a player who makes things miserable for the others when he or she is not actively in the spotlight? Such miserable-making activities include frequently doing things in-game purely for the sake of attention that take time away from the other players, disengaging at the table when not actively at the center of things and needing others to catch him or her up on what has happened, drawing out anything that involves his or her character, and attempting to justify the attention grabbing by making bold, impulsive decisions in-game, steering the story in unwanted directions.

Last fall I ran a Pathfinder campaign that fell apart in large part because of one of the players demanding a disproportionate share of the attention and who would get bored and restless when not at the center of the action. The player did not realize the problem and truly wanted to be a part of the group; he simply lacked the self-awareness to correct his behavior on his own. I tried working with the player one-on-one outside of the game to no avail before eventually asking him to leave. It was understandably hard for some players to put the bad start behind them and the group disintegrated soon thereafter.

I am considering starting a new group in the near future and want to make sure that I do not repeat what happened last time if I get stuck in a similar situation

How to deal with Mary Sue NPCs

This question is a bit different than the one here, because the NPC is not a jerk. In fact, they’re actually quite nice. However, this is not the first time the GM has done this.

In our game, we have a legendary NPC on our side who just gets more and more likable and perfect the more we play. The NPC, who was a surprise addition, is legendary, ancient, immortal, and a messenger of the gods who is the most likable, friendly, charming, powerful, and humble NPC to ever NPC. The GM constantly emphasizes how great this NPC is, how much they love them, and how much everyone loves them, especially how powerful they are.

The GM has done this sort of thing before, with another NPC who was basically the same thing, except less charming and more brutal. But again, the legendary, unstoppable, utterly broken NPC who was the most powerful NPC to ever be powerful and had to have the final killshot of the game, and made the whole game about them and their destiny.

I don’t want to just be a cheerleader to these people, but they’re obviously self-inserts, so I don’t want to offend. What do I do?

How to deal with a GM who favors other players

I have seen plenty of GMs write about how to deal with problem players, and I suppose I should ask about a GM who favors some players over others.

It’s only natural if you have a more rich backstory to get favored as a character, especially if your character is more chaotic and causes more problems, but the problem and chaotic character of our group tends to get the most attention, the most development, and solo sessions on their mission after splitting from the group. The GM is happy to play solo sessions with them, and have multiple conversations with NPCs for long stretches of time while the rest of us sleep or are left unaware. The character is always targeted by enemies, gets weapon upgrades and spell upgrades, and has the most development overall.

I have talked to my GM about this, who dismissed my concerns. I have also talked to the player about this, who apologized, and then continued. I know I am not the only one who feels this way, but the thing is that my concerns get brushed off as complaining for complaining’s sake. The most frustrating part is getting told to be more considerate of other players whenever my character causes conflict. It just feels like favoritism, and I don’t know how to deal with it besides just grinning and bearing it.

How do I deal with long travels?

My group has faced a lot of just traveling; so sometimes I just say it’s been 3 days since you started traveling, because I don’t really have anything big planned on that particular road.

However in a situation like what I’m planning, my party is going through an ominous forest, with a very crooked trail and its kinda scary. However it’s a long trail and in this forest theirs not much big events that happen, or even like big stopping points. The trail is literally just a long trail through an ominous forest; however I want it to seem like its a really long distance they’ve traveled through this scary forest.

Is there something that can help me with this?

What books deal with gith (any variety) and the astral plane?

I am looking for inspiration for a gith based campaign in 5e and hoping that people can point me to whatever official books contain gith (of either persuasion) or the astral plane in which they live as focal points.

I am only interested in narrative so the edition doesn’t matter much, although I do appreciate that some things have changed through the editions.

While this might be seen as a ‘do the work for me’ question I think it is my only choice because buying every book from earlier editions will get expensive fast. The books can be any type (including novels) as long as they contain official lore about the gith.

The only book I am aware of containing much is Mordenkainens from 5e, which is what inspired the campaign. I am also aware of this question regarding the astral plane.