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<blockquote data-quote="Adso" data-source="post: 4346562" data-attributes="member: 6706"><p>Well, I can tell you a small con I had this past weekend. My player with the Hexed background didn't show up (and I didn't he wasn't showing up until 5 minutes prior to the session). As it happened, it was the first session that the voice popped up. </p><p></p><p>While I rolled with it, and the story moved forward, but it was mildly frustrating. </p><p></p><p>As another potential con, I am going to channel one of the other players in the game (or at least my take on some of that player's points). The hexed background was created in response to some of the more out-of-control behaviors of one of my players (see DMG 32). It does this by focusing that behavior rather than punishing it. One of my players sees it as supporting that behavior. There is a fine line there, and I'm straddling it, I'll admit.</p><p></p><p>On the plus side, the backgrounds and the motivations have started some fantastic in game (and out of game) conversation on the play group’s message board. I have a good time reading those conversations and letting them inform my adventure design. Everyone has a background, everyone has a goal, and everyone has a stronger place in the overall campaign story, and I'm really enjoying that.</p></blockquote><p></p>
[QUOTE="Adso, post: 4346562, member: 6706"] Well, I can tell you a small con I had this past weekend. My player with the Hexed background didn't show up (and I didn't he wasn't showing up until 5 minutes prior to the session). As it happened, it was the first session that the voice popped up. While I rolled with it, and the story moved forward, but it was mildly frustrating. As another potential con, I am going to channel one of the other players in the game (or at least my take on some of that player's points). The hexed background was created in response to some of the more out-of-control behaviors of one of my players (see DMG 32). It does this by focusing that behavior rather than punishing it. One of my players sees it as supporting that behavior. There is a fine line there, and I'm straddling it, I'll admit. On the plus side, the backgrounds and the motivations have started some fantastic in game (and out of game) conversation on the play group’s message board. I have a good time reading those conversations and letting them inform my adventure design. Everyone has a background, everyone has a goal, and everyone has a stronger place in the overall campaign story, and I'm really enjoying that. [/QUOTE]
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