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<blockquote data-quote="Jackelope King" data-source="post: 4124031" data-attributes="member: 31454"><p>Good analysis. If you see your PC as nothing more than your vehicle for exploring the adventure, then you're more likely to avoid background interests or relationships than you are if you see your PC as a character in the narrative (which I tend to do).</p><p></p><p>This is also something which the rules of the game can influence. In Mutants & Masterminds, you get a Hero Point (akin to an Action Point) when a complication like this arises for your character. Your character's mom gets kidnapped? Take a hero point! A supervillain attacks while you're on a date in your secret identity? Hero point! Luke I am your father? Hero point. Since hero points are essentially a license to do something cool (reroll a missed attack or failed save, stunt a new power, shake off injury or fatigue, etc.), players tend to <em>want</em> complications to arise, as it gives them an advantage later on.</p><p></p><p></p><p>They sure can be well done. At the end of a long and very unhappy adventure where their enemy wound up getting offed by the Big Bad Evil Guy (since our defeating that enemy <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/XanatosGambit" target="_blank">played into the BBEG's hands</a>), my character went home and got a phone call from the BBEG so that he could say thanks to his child personally for all the hard work. I'd left open the identity of the character's father (only child of a single mom), and the BBEG's reveal completely changed the character's role in the game world. Definitely one of this GM's best twists.</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 4124031, member: 31454"] Good analysis. If you see your PC as nothing more than your vehicle for exploring the adventure, then you're more likely to avoid background interests or relationships than you are if you see your PC as a character in the narrative (which I tend to do). This is also something which the rules of the game can influence. In Mutants & Masterminds, you get a Hero Point (akin to an Action Point) when a complication like this arises for your character. Your character's mom gets kidnapped? Take a hero point! A supervillain attacks while you're on a date in your secret identity? Hero point! Luke I am your father? Hero point. Since hero points are essentially a license to do something cool (reroll a missed attack or failed save, stunt a new power, shake off injury or fatigue, etc.), players tend to [i]want[/i] complications to arise, as it gives them an advantage later on. They sure can be well done. At the end of a long and very unhappy adventure where their enemy wound up getting offed by the Big Bad Evil Guy (since our defeating that enemy [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/XanatosGambit]played into the BBEG's hands[/url]), my character went home and got a phone call from the BBEG so that he could say thanks to his child personally for all the hard work. I'd left open the identity of the character's father (only child of a single mom), and the BBEG's reveal completely changed the character's role in the game world. Definitely one of this GM's best twists. [/QUOTE]
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