When Fantasy Meets Reality

What happens when the awesome role-playing idea you created for your character doesn't work in your game?

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Picture courtesy of Pixabay.

"What do you think, sword?"​

One of my players in my ongoing Dungeons & Dragons campaign envisioned having whispered asides to his weapon, raising the question if the weapon was sentient or if his character was delusional. It was a fun idea...

But it doesn't work in an online game. Between Zoom and Roll20, initiative is carefully managed so that each person gets to speak in turn. Background noises make it difficult to hear, so random asides from other players don't work as well.

We settled instead for having more of the dialogue happen in the fiction summaries we create afterward. I sympathize; this happened to my character too.

"Take your hands off your mouth, I can't hear you"​

When one of my characters died from a plague in a 3.5 Edition Dungeons & Dragons Living Greyhawk game, I decided to play him as a reanimated necromancer in 4th Edition convention games. My corpse-character wore a mask to (poorly) disguise his condition and would roll a six-sided smiley-face die to show what mask he was wearing that day. It was meant to be funny and creepy. But he had to talk sometimes, so I would cover my mouth when I spoke for effect.

At one crowded convention hall at Gen Con, the Dungeon Master wasn't having it. He told me point blank to stop role-playing like that, because he couldn't hear anything I had to say. I realized that while the concept was fun for me, it wasn't fun for everybody else, so I dropped it. I still rolled the die to determine his mask in social encounters though.

That character ended up becoming Mr. Mask in my fantasy trilogy (he's introduced in Slightly Furmiliar and is the main character in Unfurmiliar), so his ridiculous backstory lived on.

"This isn't working..."​

I'm always willing to experiment with role-play, but I try to be cognizant when something is annoying or not working. Conversely my players often "feel out" their characters in Session Zero and lower levels of D&D, changing elements as they progress: backstories may be tweaked, accents may come and go, masks may be dropped, and we may not talk as much to our weapons as we used to. But it's important to to be flexible enough to allow space for both players and game masters to experiment. And if it doesn't work out, it's okay to drop it.

Your Turn: What role-playing quirks sounded good in theory but didn't work out in practice?
 
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Michael Tresca

Michael Tresca




Thunder Brother

God Learner
Less of a roleplaying quirk, more of a character concept.

I was the DM for a short campaign of Lost Mine of Phandelver last year with some friends of mine. One player was really excited about the idea of playing an Eberron-style changeling. I had some reservations, but this was going to be a "hair down, everything goes" kind of campaign, and the idea of changeling bard sounded really cool overall.

Anyway, throughout the entire run of the campaign, about 10 sessions or so, they never revealed the fact they were a changeling. Even the other players never found out, let alone their characters. The player simply never brought it up. There were opportunities, mind you. I tried my best as a fairly new DM to give everyone a moment to shine in roleplay. But yeah, never came up, and I still wonder what their plan was (I never got the chance to really ask, because the switch to online made communication difficult).
 
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Marc_C

Solitary Role Playing
One of my players once was adamant about playing a deaf/mute bard that played a little drum attached to her hips to express herself and play music. The player claimed the bard could feel the vibrations in her body so the music was in tune.

Maybe a great writer could make that work in a novel but in practice her character died quickly during the first session in the sours of the city they were exploring.
 

payn

He'll flip ya...Flip ya for real...
I wanted to make a Tengu Katana wielder that used the Iaijutsu technique in 3E/PF1. The action definitions and feats just wouldn't allow it to work.
 

Mannahnin

Scion of Murgen (He/Him)
I forgot to mention the Paranoia character I played who was constantly laughing hysterically. Lost my voice. Gave up the character soon after.
I had a swashbuckling/piratey Aaracokra Monk in a Shaolin temple/wushu-themed convention game a couple of years ago where we were all monks. Did a squawking parrot voice all game, and it definitely made me hoarse for the rest of the day. :D
 

Mind of tempest

(he/him)advocate for 5e psionics
I had a swashbuckling/piratey Aaracokra Monk in a Shaolin temple/wushu-themed convention game a couple of years ago where we were all monks. Did a squawking parrot voice all game, and it definitely made me hoarse for the rest of the day. :D
I believe voice actor keep water with them to avoid such things.
I would share one of mine but it would be all of them and I feel far too low to mock myself properly.
 

talien

Community Supporter
To put it in more actor-y terms (I'm not an actor, although I did take a few acting classes), early sessions are a bit like workshopping a character. You drop stuff if the character survives over time, due to convenience, the group's reception to it, or because it doesn't fit the campaign.

Sometimes campaigns last long enough for the character to develop enough to even come to these decisions, but it can have long-term repercussions: one of my players used a French accent for his elf, and all future PC elves from in my campaign world ended up using a similar accent.
 

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