If I had more experience at the time, I might've done that. Then again, I might not have, because our DM led us to believe the campaign would be over within 10 sessions. Why make a fuss when it'll be done within two months?If you popped into the chat after session 5 and said 'guys, I'm actually a halfling tinkerer because I hate playing my current character, can we act like I've always played this character so it doesn't mess anything up?' The answer is a resounding 'yes.' Yes we can. Because we're a bunch of grown ass adults playing make-believe and it doesn't actually matter.
That's just super weird. Especially if it wasn't intended to be a really long game, in which case your backstory probably doesn't even matter all that much to the actual endgame. Either way, I don't have two months to play a character I hate so I would have told that guy to fuck his hand.If I had more experience at the time, I might've done that. Then again, I might not have, because our DM led us to believe the campaign would be over within 10 sessions. Why make a fuss when it'll be done within two months?
The strange thing about that campaign was that one of our original players left and then two more joined the game. The DM handwaved the character who left (as he should have) and connected the other two players to us organically (as he should've). He didn't retcon the new players being resurrected with us. I'm not sure why he was so stuck on me continuing as that character.
He did let me change class (from monk to roguelock) and race (from tiefling to changeling), but he wouldn't let me change my circumstances/backstory. I was basically playing the same character in a different skin.
I'm gonna master so much arcane. You just wait.so In Character she still marvels at the Wizard and his (hopefully) arcane mastery.
One thing I have done since college days, and didn't realize until much later how rare it is, is require a common element for all the player characters prior to character creation that ties them directly to the main plot. The element can be fairly small, but it helps *so* much. For the scifi games I used to run it was typically a occupational relationship, and in fantasy games it tends to be a social one. Like, 'you're all agents of the Australian Bureau of Investigation" or "You are all either former students, allies, or rivals to the great Wizard Oltorf" or whatever.It also helps to build a connection to at least one other party member so you have a reason to be together.
Since I rarely ever have played I just sort of figured everyone did that, but later on discovered when I picked up players from other groups that many if not most DMs just let players create in total isolation (often without any knowledge even of the world) and hope for the best.
Having been a DM loads of times, I live in perpetual fear of having to watch a DM struggle with long NPC conversations they didn't really plan for to try to get the players to bite down on a hook. So I'll usually be one of the first, as you guys saw, to even sometimes too heavy-handedly just hit the 'skip' button on that entire song and dance and be like 'hey you, give me your quest.'. This is one of those reasons why when I do play I try real hard to think about actively biting down on plot hooks.
I also find it happens with folks who are on the "the DM never says no" train. So they'll be like "you can use any sourcebook, any character class, ay lineage" etc. They want everyone to have fun to the point that they put no guardrails on it at all. It's not a game-killer per se, but when it goes bad it really sucks.I think that's a very old school dungeon crawl mentality
I appreciate it. I like a little scene-setting and RP here and there, but I'm just as happy just get on with the adventure too.Having been a DM loads of times, I live in perpetual fear of having to watch a DM struggle with long NPC conversations they didn't really plan for to try to get the players to bite down on a hook. So I'll usually be one of the first, as you guys saw, to even sometimes too heavy-handedly just hit the 'skip' button on that entire song and dance and be like 'hey you, give me your quest.'
I have been a big fan of Paizo's Adventure Paths, but this is something I've noticed about their more recent ones. They start with an event that ties the party together, but in such a way that almost excludes new party members.My last DM didn't let me do this because our characters were Very Special Boys.
It's possible this is just a side effect of having like 900 adventure paths. The ideas get more and more specific to the point where they necessarily exclude certain possibilities.I have been a big fan of Paizo's Adventure Paths, but this is something I've noticed about their more recent ones. They start with an event that ties the party together, but in such a way that almost excludes new party members.
This is the best kind of game most of the time, I think. That's one of the reasons I've always gravitated toward low-magic games. It seems that sets expectations and brings the stakes to a normal level. No matter how awesome you are, you tend to cap out at just 'REALLY good at relatively mundane things.' You get locked in to weird stuff when you get into really high level play, because the PCs are just capable of the kinds of things that literally -would- be talked about across the entire world. OR the world has to be so full of insanely powerful beings that even an 18th level wizard just isn't all that impressive. And that world is usually ass to play in (looking at you, Forgotten Realms).It occurs to me as we're talking that I NEVER run "you are special boys" games. I like small stories with huge stakes for the characters. Like I want the PCs to be big damned heroes and to be rocked to their CORES by what they find, but there's a pretty good chance the world at large never knows what they know.
Mmmaybe, but that's a separate argument for me.It's possible this is just a side effect of having like 900 adventure paths. The ideas get more and more specific to the point where they necessarily exclude certain possibilities.
In my first game, I forced my players to play exiles, outcasts, or prisoners. In my next game, I'm having them play the book recovery department for an arcane library, at least until all hell breaks loose. I'm much more interested in thrusting normal people into extraordinary circumstances than telling them they were chosen by the gods to save the world.It occurs to me as we're talking that I NEVER run "you are special boys" games.
My first campaign changed the fate of a continent. My next fantasy campaign will impact all my campaigns from here on out. After that, I'm focusing on smaller, regional campaigns.I've always gravitated toward low-magic games. It seems that sets expectations and brings the stakes to a normal level.
There are a few genres, like super heroes or secret agents, that call for a pinnacle character, but I think I mostly prefer this "ordinary person in extraordinary circumstances" trope.I'm much more interested in thrusting normal people into extraordinary circumstances