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General Tabletop Discussion
*TTRPGs General
An examination of player agency
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9643441"><p>I don't have any hard and fast rule about it (like there is no mechanical weight to taking family). But we usually go through players family (I use different methods but my favorite is to roll for number of siblings on a d10, randomize sex, roll for whether parents are both alive, etc). And I hash out the background details with the player (as long as a player isn't requesting something that feels like it is a power grab, or that would disrupt the setting, usually family creation is pretty open). But what I try to do is treat them like a real family. They might have certain expectations of the players, but they don't exist to the annoy the PC (in rare cases where it is established there is some kind of tension perhaps, I've had players who are in conflict with a parent or sibling at the outset----but they generally requested it). So if your father is black smith, it is to be expected the players can benefit from that. The parents might also be the people they can trust if they have to go into hiding or they need need someone to get urgent word out. The parents can also have backstories. One option I give my players is they can be the child of an existing character in the setting. It isn't assigned, it is more like they get to pick, but usually there is a question and answer exchange to establish whether the parent is a good fit (just as an example if the character wants to be a master swordsman, and eve the son of a master swordsman, I need to make sure that NPC has techniques already that would line up with that). One thing I often do as a GM when this is established is create a 20 year backstory, that may or may not be relevant (stuff that happened when their parents were younger they might not know about)</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9643441"] I don't have any hard and fast rule about it (like there is no mechanical weight to taking family). But we usually go through players family (I use different methods but my favorite is to roll for number of siblings on a d10, randomize sex, roll for whether parents are both alive, etc). And I hash out the background details with the player (as long as a player isn't requesting something that feels like it is a power grab, or that would disrupt the setting, usually family creation is pretty open). But what I try to do is treat them like a real family. They might have certain expectations of the players, but they don't exist to the annoy the PC (in rare cases where it is established there is some kind of tension perhaps, I've had players who are in conflict with a parent or sibling at the outset----but they generally requested it). So if your father is black smith, it is to be expected the players can benefit from that. The parents might also be the people they can trust if they have to go into hiding or they need need someone to get urgent word out. The parents can also have backstories. One option I give my players is they can be the child of an existing character in the setting. It isn't assigned, it is more like they get to pick, but usually there is a question and answer exchange to establish whether the parent is a good fit (just as an example if the character wants to be a master swordsman, and eve the son of a master swordsman, I need to make sure that NPC has techniques already that would line up with that). One thing I often do as a GM when this is established is create a 20 year backstory, that may or may not be relevant (stuff that happened when their parents were younger they might not know about) [/QUOTE]
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An examination of player agency
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