tag:blogger.com,1999:blog-1790030420507335953.post8826840788260131847..comments2024-03-23T08:21:07.075-07:00Comments on Points of Light: Making a CharacterDavid Guyllhttp://www.blogger.com/profile/16299128722345607123noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-1790030420507335953.post-26514315686841891282011-03-29T19:18:38.407-07:002011-03-29T19:18:38.407-07:00Sorry for the late post, Antioch; I haven't op...Sorry for the late post, Antioch; I haven't opened my Reader in a few months. <br /><br />I completely agree with what you're saying about the unspoken expectations of a player character. You're writing for a party of adventurers. They should act like heroes, maybe even villains, people that barely break a sweat after kobold genocide or the recovering of an ancient world-changing artifact. <br /><br />As far as characterizing characters, for me, it takes a lot of coaxing. My players all have great ideas in their head; it just needs a little bit of help from me. "Hey man, have you thought of a personality?" and "what kind of profession you think suits your guy?" helps. I've also found that giving two characters similar backgrounds bolsters roleplay exponentially. My best in that was... the Berserker was best friends with an NPC ranger, who had been childhood friends with the Arcane Archer. The most memorable series of scenes of my games, the other year, was when the ranger was killed during a scouting mission. <br /><br />I enjoy seeing how interesting a character's background can be. But I agree with you in that they have to try, at least a little bit, to fit in with the genre. If anything, don't let 'em de-rail you. A blacksmith hired by a big bad guy, now on the run for knowing the Empire's secrets or a farmer with a previous military background whose daughter was kidnapped by the Snake Cult makes for some good story. Take what you can and run with it. If it's not epic enough... make it so! <br /><br />Keep up the good work, Antioch.Lancarhttps://www.blogger.com/profile/09504858919107935530noreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-59295267021554274982011-02-20T01:22:47.848-08:002011-02-20T01:22:47.848-08:00I have no problem with players creating their own ...I have no problem with players creating their own content and integrating it into the campaign. The sooner the better, because it increases the chance that I can work it in.<br /><br />This is one of the reasons why I like published settings like Eberron or Dark Sun: players can read the guides and figure out what works best.David Guyllhttps://www.blogger.com/profile/16299128722345607123noreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-71431993512402141912011-02-19T19:29:58.264-08:002011-02-19T19:29:58.264-08:00Taking a queue from the Dungeon Master's Guide...Taking a queue from the Dungeon Master's Guide II( DMGII), a DM could turn these questions back upon the players.<br /><br />Player: Why are we doing this?<br /><br />DM: You tell me, why is your character here at the entrance to these ruins?<br /><br />Player: Do we know each other?<br /><br />DM: (to other player) Tell player 1 where you guys met.<br /><br />I have been playing D&D since 1981 along with various other RPG's and it wasn't until DMGII came out that I saw such opportunities for a DM to allow the players to help create the setting and be able to make up interesting stuff for the other players. They have created a game mastering aid that would be useful to any GM.By The Swordhttps://www.blogger.com/profile/16799389743529116360noreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-49883282810313668752011-02-17T15:52:35.336-08:002011-02-17T15:52:35.336-08:00@Anon: I appreciate you taking time out of your ob...@Anon: I appreciate you taking time out of your obviously busy day to come to a random blog and spew shit on the comment thread, but perhaps you could indulge me a bit and explain what about 4E makes it intrinsically harder to add depth to a character than any other edition?<br /><br />How about any other game?<br /><br />To distill this blog entry: I don't mind players having motivation, I just don't like it when players want to play farmers or blacksmiths. That's not what the game is about.David Guyllhttps://www.blogger.com/profile/16299128722345607123noreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-56382155496924259852011-02-17T14:21:05.450-08:002011-02-17T14:21:05.450-08:00Classic fourth edition bullshit. 4th edition was ...Classic fourth edition bullshit. 4th edition was made to appeal to young dweebs with no patience for story-telling - which many people find rewarding. <br /><br />3.5 had the right mix for story-telling AND the smash and grab style, but it got old and started not selling as well...so they made up 4th for clowns who don't want any depth. That's fine, but stop coming off like killing monsters and grabbing treasure Munchkin-hood is the best part of D&D. <br /><br />That's plain, limited-imagination ignorance. <br /><br />Go play D&D online and smash all you want.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-21163430614334946302011-02-09T09:04:44.920-08:002011-02-09T09:04:44.920-08:00I'm not opposed to answering questions, except...I'm not opposed to answering questions, except when a player seems to want me to define their character outside of mechanics. Working with them is fine, and I'm happy to furnish setting lore (especially if its widely known information). I've had too many situations where a player comes up with a concept that has no place in an adventuring party, ranging from a wanting to play a NPC-type character, to having a goal that is so focused as to make them ill suited to cooperative play.<br /><br />I've also had players balk at collaborative character generation, which, when combined with not knowing each other, makes it even harder to get them together (and justify it).<br /><br />Mostly, this is a rant about players that like to make characters that defy the genre/play-style in one or more ways.David Guyllhttps://www.blogger.com/profile/16299128722345607123noreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-7387489442953070692011-02-09T08:54:59.822-08:002011-02-09T08:54:59.822-08:00I agree. If I ever heard "Why are we doing t...I agree. If I ever heard "Why are we doing this?" at a one-shot, I'd probably let the person know that if they didn't feel like doing it, they could go play at another table. If you come into a one-shot with grandiose expectations about character development and high drama, then you're barking up the wrong tree.<br /><br />For extended campaigns, I typically like to do some collaborative character generation, sometimes taking an entire session for it. During this time, I let the group flesh out their characters goals, whether or not they know each other, what they think the goals of the campaign ought to be, and other details. That the correct time to ask, "Why are we doing this?" - and then come up with an answer that satisfies the group.<br /><br />Ultimately, it's not the DM's job to provide entertainment for the other people at the table. It's everyone's job to bring the fun and make everything work. As the DM, through, I think there are a few things that you could have done to address the problems that popped up at your table. Namely, you could have answered the questions quickly and directly as soon as they popped up.<br /><br />Q: Why are we doing this?<br />A: You're getting paid. You need the money.<br /><br />This should end that line of questioning completely, especially for a one-shot. <br /><br />Q: Do we know each other?<br />A: Yes, you've worked together for a while now. <br /><br />This is always the correct answer to avoid the "getting to know you" problem.Paulhttps://www.blogger.com/profile/02001763786534985344noreply@blogger.com