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DM "adding" to your PC's background?
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<blockquote data-quote="Janx" data-source="post: 5476954" data-attributes="member: 8835"><p>I concur.</p><p></p><p>it doesn't make sense to write on my character sheet where I grew up and trained, and then have the adventure end up in that town and completely disregard that my PC knows people there and may even have a history (the girl I left behind), solely for the sake of respecting that the only things that count are what happens when the game starts.</p><p></p><p>Bear in mind, I have said on this board that for the most part, the important stuff that matters for your PC are what happens in my game.</p><p></p><p>Taken to an extreme limit, that policy is dumb. Taken to the extreme limit of always using PC's pre-history as motivational leverage is stupid.</p><p></p><p>I don't want to see a background that implies entitlement for the PC or other gross liberties with my campaign world.</p><p></p><p>I don't want the GM to force my PC into actions by threatening his background NPCs all the time.*</p><p></p><p>I want the game world to incorporate what I've written about my PC's background, giving my PC a bit of familiarity with the environment</p><p></p><p>I want the telling of my adventure to make a good story. It should not be a boring or meaningless chain of things my PC did. That doesn't mean a scripted story by the GM, but a deep world where the motivations of PCs and NPCs intertwine to be interesting and not just about killing monsters and taking their stuff.</p><p></p><p></p><p>*Threats to PCs and their interests should be used sparingly, more as a change of an initiator if things get slow or consequence to other PC action, not as a constant and multiple cattle prod. One reason is that this can be abused as a railroading technique as the player doesn't FEEL like they have a choice (watch your mom die or save her is not a Choice, the decision is predictable by looking at the player and their portrayal of the PC). A good Choice is one where the GM can't guess what the player will do.</p></blockquote><p></p>
[QUOTE="Janx, post: 5476954, member: 8835"] I concur. it doesn't make sense to write on my character sheet where I grew up and trained, and then have the adventure end up in that town and completely disregard that my PC knows people there and may even have a history (the girl I left behind), solely for the sake of respecting that the only things that count are what happens when the game starts. Bear in mind, I have said on this board that for the most part, the important stuff that matters for your PC are what happens in my game. Taken to an extreme limit, that policy is dumb. Taken to the extreme limit of always using PC's pre-history as motivational leverage is stupid. I don't want to see a background that implies entitlement for the PC or other gross liberties with my campaign world. I don't want the GM to force my PC into actions by threatening his background NPCs all the time.* I want the game world to incorporate what I've written about my PC's background, giving my PC a bit of familiarity with the environment I want the telling of my adventure to make a good story. It should not be a boring or meaningless chain of things my PC did. That doesn't mean a scripted story by the GM, but a deep world where the motivations of PCs and NPCs intertwine to be interesting and not just about killing monsters and taking their stuff. *Threats to PCs and their interests should be used sparingly, more as a change of an initiator if things get slow or consequence to other PC action, not as a constant and multiple cattle prod. One reason is that this can be abused as a railroading technique as the player doesn't FEEL like they have a choice (watch your mom die or save her is not a Choice, the decision is predictable by looking at the player and their portrayal of the PC). A good Choice is one where the GM can't guess what the player will do. [/QUOTE]
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