GMforPowergamers
Legend
well that is partially true, even you have to admit you know that isn't the norm...The thing is, you have no idea what the DM has planned. For all you know the city is going to explode during day 1. For all you know, a gate will open up and transport you to a different world. That's the nature of D&D. No idea what will happen.
I have seen it happen, but not often. Infact when I ran my zombie apocalypse game the PCs where pretty shocked when the world got turned on it's ear. Even still, when the you know what hit the fan, the PC thief knew where there were stashes of stuff from his guild days...
and at no point does that mean my characters knowledge can't be used...I'm really not sure why it would drive you nuts. It's just part of the game. My character in one of our current games came from the city we started in. I had a couple of contacts and the DM gave me a little bit more power in town for the first session or two. Then we were sent into the wilderness looking for some relics and didn't come back to the city for nearly 3 months of real time(and about 2 months of in-game time).
nore would I expect it to...None of my knowledge or contacts helped me navigate through the traps or enemies in the ancient temple we went to.
but you still know things about the world, the kingdom, and the surrounding info.None of them really factored into the game at all so far.
but your contacts and alies could come up when in town... if they didn't then you could have done something to make them if you wanted to...When we got back to town, we immediately signed up to track down the Lost Crown of the country and went on a quest to track down an item that has been missing for hundreds of years. Since then, my contacts and knowledge of the city I was born in hasn't really come in handy once.
well there is the disconnect, random isn't what we do... we make characters for stories or campaigns... we never do random.Most of the time those adventures aren't the best fit for a random collection of PCs made by the average group of players.
then you get to have fun with the rogue spinning stories well the paliden player has fun trying to catch him... I don't see a problem.You will often have the Paladin who wants to take apart the Thieves Guild and protect the citizens from evil in the same party as that Rogue.
wait what? first it doesn't have to revolve around the guild for the guild to matter, and second why would it alienate anyone?Which means the adventure can't really revolve around the Thieves Guild and their politics without alienating one of the players.
yes, and why can't everyones background come into play in doing so?Almost all classes and archetypes can agree on stopping evil creatures and taking their stuff
yes, and water is wet... and people argue on the internet...The world adventurer implies seeking adventure.
there are lots of different types of adventure.
well it is an adventure, but not one anyone brought up, so I guess your all the way in straw man territory...Adventure is normally about discovering the unknown. I'm not saying that starting a gang war on the streets of the city or creating social change might not be fun. But it doesn't really qualify as "adventuring".
why would I assume I am playing a character who knows a lot about what's going on and what things mean.Why would you assume that?
well because I grew up and gained my class in this world. I am already a PC a step above the average person in the world so yes... I assume a level of competence.
Just because batman doesn't know about the court of owls doesn't mean he doesn't know about lots of contacts and alies and resources he can use to uncover information about the court of owls...If the point of an adventure is that a cult that has been operating in secret for the last 1000 years wants to revive a god that is completely forgotten in the world...why would your character know absolutely anything about what is going on?
My character may not know about the cult, but if it has been operating in the city for 1,000 years it has left a foot print, maybe one no one has ever clued out, but with my information I can... because if not then why bring it up?
I would never play a game that way...I assume I know nothing.
If the DM happens to say "Good news, this adventure takes place in the city you grew up in. Here's what you know that no one else does." then I'm happy that I get more information than other people. But I'm certainly not coming at it from a position of expecting I know things the others don't.
I assume that the 3-5 PCs each grew up and learned about the world, and that each know different things based on there backgrounds, and both have a level of competence at least equal to the one I have for the real world...
Not sure I understand what you mean. There IS a spectrum. But what you've described so far is extremely far on one side of the spectrum. Far more on the side of improv theatre than traditional RPGs.



great so no REAL scottsman... you know this is yet another level of BS insulting and dismissiveness as you tell me my 20ish years of RPG is 'doing it wrong'
no player who ever sat at my table ever saw anything like an improve theatre... and the 2 players I had that wanted that were disappointed. So no... I may be a bit off center but I'm still in the RPG spectrum and my games are VERY TRASITIONAL... maybe you need to revaluate your games if you think mine are deviant.
I stopped responding here though, because I am now very upset... I am sick and tired of people doing this...
instead of talking about our games you decided that mine is 'Far more on the side of improv theatre than traditional RPGs' instead of saying "hey here is what we do differently"