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D&D 5E I Am SO Over The "Rootless Vagabond" Archetype

Well, what about the thieves in the Guild? Are they willing to part with some of their profits and still do nothing? Won't the Guild enforcers go after the rogue Rogue (pun intended)? Associations come with both perks and fees, if freelancers are allowed to work untouched then the Guild has no sense to exist whatsoever.

Oh, sure. But I don't think a DM asking why won't the PC join the thieves guild is putting it that way, because then why the PC does or doesn't join should be pretty obvious at that point.

As for [MENTION=2067]Kamikaze Midget[/MENTION]'s list of bennies, a lot of that stuff is irrelevant in many games; I only care about access to buy thieves' tools if I've problems buying them, or a fence if I've had problems selling. You only need rogue friendly crafters if you've had problem in that case and you can't just send the paladin in to get it crafted. Players will be much more likely to join organizations if the organizations have something they need.
 

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This is about the creation of social connections during play. But that doesn't necessarily depart from the rootless vagabond, Conan-esque archetype. Nor does it remove self-aggrandisement as a principal character motivation.

But it does require the GM to permit the players, via their PCs, to make permanent changes to the campaign world. I think some GMs who don't want that to happen might even succeed in discouraging this self-aggrandising, Conan-style form of social connectedness.

Interesting that you mention Conan - in my era Conan was an excellent example of someone who starts off a an adventurer who hooks up with other people, starts leading groups of people, eventually ends up a king. The very kind of model which we had adventures following. It seems as though there were not so many rootless wanderers around in the books I was reading around then. Since the 90's there have been a lot more books based directly on D&D - I've not read them, but what are they like?

I've got no idea what whether patterns in books have changed the way people view adventures, but it is an interesting possibility.
 

My thermodynamics professor was very clear on something: There is no such a thing as a free lunch.

Yes, you get benefits, but those benefits have some cost. The association comes with responsibilities. The players are likely used to fiction, where any association with an organization winds up being a plot hook/detriment for the character, rather than a strength. Basically - they're afraid the GM will use it to screw them.

And all it takes is one experience with a GM looking to screw the players to turn them off of attachments of any sort. I've had GM's that use backstory and attachments as bludgeons to beat their players, making sure to minimize the advantages the players can get and maximize the difficulties (because apparently the more frustrated the players are the more fun the game is). For example, in a modern game if a PC buys a car, suddenly they have to deal with car insurance, repairs, parking problems, the car getting stolen, APBs on identical cars, etc., but when the PC wants to use the car to go somewhere it is either broken down, there is too much traffic, or they get in an unavoidable accident on the way. Even with another GM who isn't that way, the player may still feel that the GM is just trying to lure them into a false sense of security so that when they do screw them over it will be that much more unexpected and dramatic. The player is just like a dog rescued from an abusive home, even long after they are placed with a loving family they may still flinch when someone raises their hand suddenly.

If attachments and backstory elements are constantly used against the PC without also letting the PC derive some advantage from them, there is no motivation at all to create them. Why spend any time on something that is just going to make the PC weaker and easier for the GM to control? You're better off spending that time doing something else and still ending up with a character with fewer weaknesses to be exploited and fewer chains for the GM to yank on to make the PC go where the GM wants. I'm not saying the only effects should be positive but there should be a healthy balance between positive and negative effects. A girlfriend may be a target for a villain to kidnap, but they could also be available to deliver the equipment the PC needs just in the nick of time. An uncle may be demanding of the PC's time to do menial things, but when the PC needs to lie low for a while the uncle can give them a place to stay. The thieves' guild may make financial and time demands on the PC, but if they wind up in jail they can help get the PC back out (whether by greasing the right palms or by a dramatic breakout). Without allowing some positive effects, the GM is expecting the players to willingly and happily invest in the creating a source of their own misery.
 

Interesting that you mention Conan - in my era Conan was an excellent example of someone who starts off a an adventurer who hooks up with other people, starts leading groups of people, eventually ends up a king. The very kind of model which we had adventures following.

It can be problematic, though - every player wants to be central to their own story, so to speak - but not everyone can be king!
 

Interesting that you mention Conan - in my era Conan was an excellent example of someone who starts off a an adventurer who hooks up with other people, starts leading groups of people, eventually ends up a king. The very kind of model which we had adventures following. It seems as though there were not so many rootless wanderers around in the books I was reading around then. Since the 90's there have been a lot more books based directly on D&D - I've not read them, but what are they like?

I've got no idea what whether patterns in books have changed the way people view adventures, but it is an interesting possibility.

I haven't read a D&D novel since the early 90's but back then they never seemed to model D&D gaming at all, at least the gaming that I was familiar with. No story ever had a fallen characters companions gleefully loot his corpse!
 

Oh, sure. But I don't think a DM asking why won't the PC join the thieves guild is putting it that way, because then why the PC does or doesn't join should be pretty obvious at that point.

Actually what I was saying was that the Thieves' Guild (or whatever guild) should have reasons to exist, otherwise it's just a CRPG guild, which you join for the quests and maybe a benefit or two, and otherwise doesn't have any impact in the world you're playing. The PCs don't have to join any guild, but there should be both pros and cons in doing so.

But I can see your points, we're just on different pages.
 

the players don't exist in a vacuum. They may start out with no living relatives and no friends, but that changes as the game goes by. Soon, you have a party that, like it or not, as interacted with countless npc's, and made friends and foes alike.

<snip>

My character started out as an urchin, no family of friends, and almost no background. But he has plenty of roots.
This seems like the Conan-esque approach to me: start out rootless, and then make your mark on the world through actual play. It's also the general vibe that I get from the classic D&D books (eg Gygax's PHB and DMG).

in my era Conan was an excellent example of someone who starts off a an adventurer who hooks up with other people, starts leading groups of people, eventually ends up a king. The very kind of model which we had adventures following. It seems as though there were not so many rootless wanderers around in the books I was reading around then.
I don't know much about D&D books (I've read some Dragonlance, but that's it), but I find it interesting that you see Conan as an alternative to a rootless wanderer. I tend to see him as an example of one. In RPGing terms, you start with no real backstory or connections, but you build them up through play.

A contrast, for me, would be LotR (or Dragonlance), where the protagonists start already connected, and those connections drive their adventures. Both Conan and Aragorn become kings, but in Conan's case it is self-aggrandisement, whereas in Aragorn's case it is the reaisation of a legacy. Both Conan and the Fellowship explore underground ruins, but in Conan's case he's hunting for treasure, whereas when the Fellowship enters Moria Gimli is looking for his cousin Balin and Gandalf is doomed to meet his nemesis.

My sense from the OP was that [MENTION=2067]Kamikaze Midget[/MENTION] is looking for something less Conan-esque and more LotR-ish, but maybe I misread.

Not only are the players basically playing ciphers, but, even when ties to the game world are dangled in front of them, with lots of carrot, they still don't bite and go back to being Fytor the Fighter. Getting players to buy into a setting and getting them to actually care about the setting can be very, very difficult.

<snip>

It just can be so frustrating for the DM who is trying to cement the characters into the setting and they aren't having any of it.
It would be frustrating for me also as a DM if none of the PCs bit on any of the setting-rich bait I was laying out, and preferred to remain rootless.
Well, part of the issue here is that the GM's setting is often less fascinating to people who aren't the GM! I think the best solution here is to let the players author the relevant parts of the setting, with the GM then incorporating the things the players care about. This is what [MENTION=3587]Henrix[/MENTION] was talking about upthread.

A little story.

<snip nice actual play example?

now I am scrambling to retrofit my character with a back story and goals.

So, what changed? Why did I create a rootless vagabond at first, and now I'm writing up a back story? Simple: Now, back story matters.

<snip>

in a sandbox campaign, your character's decisions make a difference. If you want to pursue your nemesis across the earth instead of diving into the dungeon of the week, that's what you do. If you don't have goals, you're going to either sit around doing nothing, or tag boringly after the PCs who do have goals.

To get players to invest in back story, you have to give them a reason to.

<snip>

It's only worth coming up with goals if you have the freedom to pursue them.
I don't think a sandbox is the only way to make player/PC goals and backstory matter, but I agree absolutely that they are pointless if the players aren't going to be free to act on them, in a way that actually makes a difference to the campaign.

If the dungeon crawl is going to be the same either way, and the only point of my being a member of the guild of whatever is that the guildmaster will tell me to go into the dungeon to rescue the whatever-prize - whereas otherwise my motive for going into the dungeon would simply be the metagame ones of XP and loot - then what's the point of backstory? If a GM wants players to be motivated to create real characters, those characters have to make a real impact on the game, not just be a veneer of flavour pasted over another GM-chosen-dungeon-of-the-week.

Dhalia Doomfey and the Tower of Whispers
Another nice example of PC goals actually mattering to play,hence giving the players a reason to come up with some. (Also, off-topic, am I right in assuming that Dhalia Doomfey is the character who was looking for rocket ships?)

To finish off, here are some discussions around these issues of setting and characterisation that I think are relevant:

[sblock]Ron Edwards

[W]e’re talking about a game text which includes a detailed setting, in which the various locations, problems, and NPCs . . . are easily identifiable or can easily be created once you’ve studied it in some detail. Enjoyment of
the setting’s content as such is one of the intended joys and significant features of play.

Setting therefore becomes a one-step removed education and appreciation project. There’s a big book about the setting. The GM reads the book. Then, the players enjoy the setting, or rather enjoy the GM’s enjoyment of the setting, by using play as a proxy. As one text puts it, the GM is the lens through which the players see the setting. The story is an experiential hook for continuing to look through the lens. This kind of play is often called setting-heavy, but as I see it, when playing in this fashion, the goal of having the players enjoy the setting as such is actually at considerable risk. It’s hard to parse the relationship between (1) the story, first as created, then as played; and (2) the setting both as a source for conflicts (“adventures”) and something which might be changed by them.. . . n a way, setting is “everything” for such play in the GM’s mind, but “nothing” for play in the players’. Perhaps this is what leads to those monstrous textual setting histories in the books, with the only people who read them (or care) being their authors and the GMs.[/sblock]

[sblock]Christopher Kubasik

The rules and wargaming baggage of most roleplaying games lead to a certain kind of story: stories filled with ambitionless mercenaries who wait around in bars for employment; heroes who have no reason to get out of bed in the morning but for the vile plans of a someone they've never met . . . [W]e're discussing in this series Story Entertainments [a new piece of jargon]. These improvised stories are similar in nature to roleplaying games, but are driven by the emotions and personal goals of the characters . . . The tales of a story entertainment are based not on the success of actions, but on the choice of actions; not the manipulation of rules, but the manipulation of narrative tools.

The primary tool is Character. Characters drive the narrative of all stories. However, many people mistake character for characterization.

Characterization is the look of a character, the description of his voice, the quirks of habit. Characterization creates the concrete detail of a character through the use of sensory detail and exposition. By "seeing" how a character looks, how he picks up his wine glass, by knowing he has a love of fine tobacco, the character becomes concrete to our imagination, even while remaining nothing more than black ink upon a white page.

But a person thus described is not a character. . . .

Character is action. That's a rule of thumb for plays and movies, and is valid as well for roleplaying games and story entertainments. This means that the best way to reveal your character is not through on an esoteric monologue about pipe and tobacco delivered by your character, but through your character's actions.

But what actions? Not every action is true to a character; it is not enough to haphazardly do things in the name of action. Instead, actions must grow from the roots of Goals. A characterization imbued with a Goal that leads to action is a character.[/sblock]

If the players' creation of goals for their PCs is given priority, and the creation and use of the setting is subordinated to that, rather than vice versa, I think fewer rootless vagabons will be the outcome.
 

Fantasy literature also predisposes to "rootless wanderers". Bilbo and Frodo didn't have much connections. They had a few bonds to others, but they were pretty weak.

Many other literary characters start off as orphans, or bastards, or are running away from terrible families/situations. Look at Harry Potter. All his "strong" bonds are created after he starts his adventures.

So it's not really surprising that players, when emulating the characters in novels and media, end up creating characters with fewer bonds.
 


Aside from that, there are other reasons why players may not connect themselves to the game world. Some of these reasons might be connected to system issues. A rules heavy game tends to encourage interaction with the rules instead of the setting. Players fixate on their builds and what their characters are mechanically capable of because the system rewards that. A better built mousetrap means more success in the game. What does getting connected to the setting gain the player?

<snip>

If you as a DM require interaction with the setting to enable successful play then more players are going to do it. This happens more naturally in rules light systems without builds.
Is there much empirical evidence to support this conjecture?

Pre-AD&D D&D (and its derivatives like Moldvay Basic) are fairy rules light, but both from rulebooks and what I've read of actual play of them, plus play experience with Moldvay, I don't think they especially conduce to non-vagabond PCs. For instance, there are retainer rules - which emphasise rootless vagabondage, because who else is likely to be an adventurer for hire? but no rules for benefitting from family membership. Tunnels & Trolls is even lighter, but it's design fairly strongly encourages rootless vagabonds.

Oriental Adventures AD&D is a heavier system, but less likely to create rootless vagabonds because it has family rules, rules for playing a martial artist (who must have a mentor), etc.

Burning Wheel is, overally, probably heavier as a system than AD&D Oriental Adventures but even moreso discourages rootless vagabonds, because it has various mechanics (starting with, but not limited to, PC creation) that push players in the direction of connecting their PCs to the setting in various ways.

I think the issue is not rules light vs rules heavy. It's about whether or not players' choices about their PC backgrounds, and their connections to the gameworld, actually make a difference in play. If the GM has everything prescripted, why would players bother with stuff that won't make a difference to the actual play of the game?
 

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