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Dealing with lame duck characters
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<blockquote data-quote="Cristian Andreu" data-source="post: 6788082" data-attributes="member: 23822"><p>What's the role of the character in the group? In our games, the party almost always has some kind of fraternal bond (long-time friends, blood pacts, oaths, etc) that keeps the PCs together, so perhaps I have a different assumption (the party stays together because the characters themselves appreciate each other's company/need each other's loyalty).</p><p></p><p>If the party is, say, held together by a mercenary contract, then yes, I would agree the character would have little reason to stay if he's a liability. Which is why I think it's important for the DM and the player to work together; one thing is to make a weak character, another to make a completely useless one that's neither emotionally nor materially important. By this I mean a character that, even if it has no "tactical use" (ie, can't fight at all or provide useful resources), has some kind of connection to the other PCs that would make it important for them to keep around.</p><p></p><p>If the player makes a character that's useless in that fashion, he needs to be pushed into making more critical connections, reasons to stick around. Weak characters require the DM to get involved, so that the PC can be useful in less traditional manners (he can't fight, but maybe he knows something or someone the party requires, or owns something important for the story). Whenever one of my players presents me with a character like that, I try to compensate his low contributions to the challenges with some sort of contribution to the story.</p><p></p><p>Of course, if the player is refusing to even do that, then the situation is another thing entirely and he needs to be sternly moved into collaborating with the game.</p></blockquote><p></p>
[QUOTE="Cristian Andreu, post: 6788082, member: 23822"] What's the role of the character in the group? In our games, the party almost always has some kind of fraternal bond (long-time friends, blood pacts, oaths, etc) that keeps the PCs together, so perhaps I have a different assumption (the party stays together because the characters themselves appreciate each other's company/need each other's loyalty). If the party is, say, held together by a mercenary contract, then yes, I would agree the character would have little reason to stay if he's a liability. Which is why I think it's important for the DM and the player to work together; one thing is to make a weak character, another to make a completely useless one that's neither emotionally nor materially important. By this I mean a character that, even if it has no "tactical use" (ie, can't fight at all or provide useful resources), has some kind of connection to the other PCs that would make it important for them to keep around. If the player makes a character that's useless in that fashion, he needs to be pushed into making more critical connections, reasons to stick around. Weak characters require the DM to get involved, so that the PC can be useful in less traditional manners (he can't fight, but maybe he knows something or someone the party requires, or owns something important for the story). Whenever one of my players presents me with a character like that, I try to compensate his low contributions to the challenges with some sort of contribution to the story. Of course, if the player is refusing to even do that, then the situation is another thing entirely and he needs to be sternly moved into collaborating with the game. [/QUOTE]
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