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better gaming through chemistry
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<blockquote data-quote="The Shaman" data-source="post: 2697023" data-attributes="member: 26473"><p>Earlier you made an excellent point, <strong>LostSoul</strong>, about creating adventurers with a reason to adventure. However, in the examples you cited above, I would say you've created characters who's reasons for adventuring are too narrow - you are creating a character who is really a one-gimmick pony rather than a character who is likely to be engaged by a number of adventure possibilities.</p><p></p><p>This is one of the reasons I think the whole "character-seeking-revenge" is really a poor character motivation, especially for introductory characters - let the revenge motif come in <u>after</u> the character has experienced an adventure or two and an enemy escapes, or a particular monster does something heinous enough to arouse the character's ire.</p><p></p><p>One other thought - you've created this character that wants to pursue an ogre mage or orcs or whatever...but what if the other three or four players in the party want to hunt rats in the sewers? Are you expecting the other players to buy into your revenge-driven character just because that's what you want to play?</p><p></p><p>The idea that character motivations must include a reason to seek out adventure should be printed in gold letters on the cover of every player's handbook - at the same time, motivations that are too narrowly construed may leave a player feeling frustrated. There needs to be a balance.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2697023, member: 26473"] Earlier you made an excellent point, [B]LostSoul[/B], about creating adventurers with a reason to adventure. However, in the examples you cited above, I would say you've created characters who's reasons for adventuring are too narrow - you are creating a character who is really a one-gimmick pony rather than a character who is likely to be engaged by a number of adventure possibilities. This is one of the reasons I think the whole "character-seeking-revenge" is really a poor character motivation, especially for introductory characters - let the revenge motif come in [U]after[/U] the character has experienced an adventure or two and an enemy escapes, or a particular monster does something heinous enough to arouse the character's ire. One other thought - you've created this character that wants to pursue an ogre mage or orcs or whatever...but what if the other three or four players in the party want to hunt rats in the sewers? Are you expecting the other players to buy into your revenge-driven character just because that's what you want to play? The idea that character motivations must include a reason to seek out adventure should be printed in gold letters on the cover of every player's handbook - at the same time, motivations that are too narrowly construed may leave a player feeling frustrated. There needs to be a balance. [/QUOTE]
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