lol
lol the first 'serious' character i've ever done, ie: the one that wasn't munchkined to, muchkin land, i went completely against the stereotypical reasons to go adventuring. here's her back-story:
Aenilaen is the first born daughter of two elven nobles whose territory ranges along the edges of the Sapphire Mountains and the Blue-Ridge fog-forests near the kingdom of Galadin. Like all of her family, Aenilaen has been trained in warfare and woodcraft.
After they receive their training and are considered adult, it is a tradition among elvish nobles to send their children out in the world with the bare minimum to survive so they can get practical experience in leading and other such things. It also tends to weed out the ones not capable of interacting with other-races in a positive manner as they typically die quickly. (which is why her people have held onto their lands for so long, survival of the more intelligent and all that)
Aenilaen's parents are no exception to this rule. They do expect her to visit as often as possible and send many letters in the meantime.
Nellisir said:My last campaign was a dungeon-crawl one. The players were based in a frontier town/fort. If they weren't in a dungeon, they were in town, getting drunk. If they weren't drunk, it meant they'd run out of money and needed to go defile another temple of despicable nasty things.
It was meant to be a fast-paced, fun, smash-the-doors-and-grab-the-loot sort of campaign, a change from the meandering "this is your life" sort of thing we'd been running.
Some of the players really got into it -- I pushed interesting characters over complex backgrounds and maudlin plotlines. The two best characters were a fearsome fighting bridge troll with a charisma so low no one was scared of him, and a half-hobgoblin rogue not quite clever enough to know the difference between a brothel and a nunnery (nothing bad happened -- the Book of Vile Darkness does NOT appear on the players' side of the table in my game!)
My enthusiasm was eventually ground down by the rules lawyer/munchkin power gamer (I have a 12th level cleric/1st level monk with spellfire. Why do I need a personality?) and the soap-opera plotline gamer (this is my last character's third cousin. His parents were killed by maurading vampiric orcs, and he was raised by good aligned drow, who were killed by a red dragon, that my character killed at first level, and now he's going to found a fighting school to oppose vampiric half-dragon orcs).
There's less hyperbole in that rant than you think.
I don't mind motivation, but some of the best adventures are spur-of-the-moment, what-the-hell-just-do-it affairs. Too many campaigns, IMO, revolve around unwilling characters forced into desperate situations, and too few around adventursome characters doing something fun!
OK, in real life killing monsters shouldn't be fun, but that's why D&D is a game.
Cheers
Nell.
lol the first 'serious' character i've ever done, ie: the one that wasn't munchkined to, muchkin land, i went completely against the stereotypical reasons to go adventuring. here's her back-story:
Aenilaen is the first born daughter of two elven nobles whose territory ranges along the edges of the Sapphire Mountains and the Blue-Ridge fog-forests near the kingdom of Galadin. Like all of her family, Aenilaen has been trained in warfare and woodcraft.
After they receive their training and are considered adult, it is a tradition among elvish nobles to send their children out in the world with the bare minimum to survive so they can get practical experience in leading and other such things. It also tends to weed out the ones not capable of interacting with other-races in a positive manner as they typically die quickly. (which is why her people have held onto their lands for so long, survival of the more intelligent and all that)
Aenilaen's parents are no exception to this rule. They do expect her to visit as often as possible and send many letters in the meantime.
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