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<blockquote data-quote="The Shaman" data-source="post: 2917372" data-attributes="member: 26473"><p>I'm not sure what you mean by "extra cool things."</p><p></p><p>I write character backgrounds that provide a motivation for adventuring: who is this guy, and why is he taking up the life of an adventurer? My characters are carefully woven into the tapestry of the setting, so that they are at home in the game-world.</p><p></p><p>What I don't do is craft a novella and assume that my character is destined to be a great hero, and therefore immune from such mundane fates as getting skewered by a randomly encountered goblin. If my character survives to be a great hero, then the adventures that lead him to that point are the only backstory that matters.Again, that's just poor game mastering: if the "story" is so tightly written that a game master hasn't left an opening to introduce a new character, then that game master is a nitwit.</p><p></p><p>If I have to play an NPC for an evening, or if I get to run a monster or two during combat while waiting for my new character to be introduced, that's cool. If the game master told me to take a hike for three weeks because it would muck up her plot to bring in a new character, then I'm happy to pack up my things and find someone else with whom to play, because that game master should be writing fan fic for the web and accumlating rejection notices from fantasy publishers, not running a roleplaying game."Fun" isn't defined for every gamer as "not dying except when it's dramatic enough," <strong>Keifer113</strong>. That may be your definition - it's most definitely not mine.</p><p></p><p>It's a game, and part of the game is resolving the element of chance with dice.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2917372, member: 26473"] I'm not sure what you mean by "extra cool things." I write character backgrounds that provide a motivation for adventuring: who is this guy, and why is he taking up the life of an adventurer? My characters are carefully woven into the tapestry of the setting, so that they are at home in the game-world. What I don't do is craft a novella and assume that my character is destined to be a great hero, and therefore immune from such mundane fates as getting skewered by a randomly encountered goblin. If my character survives to be a great hero, then the adventures that lead him to that point are the only backstory that matters.Again, that's just poor game mastering: if the "story" is so tightly written that a game master hasn't left an opening to introduce a new character, then that game master is a nitwit. If I have to play an NPC for an evening, or if I get to run a monster or two during combat while waiting for my new character to be introduced, that's cool. If the game master told me to take a hike for three weeks because it would muck up her plot to bring in a new character, then I'm happy to pack up my things and find someone else with whom to play, because that game master should be writing fan fic for the web and accumlating rejection notices from fantasy publishers, not running a roleplaying game."Fun" isn't defined for every gamer as "not dying except when it's dramatic enough," [B]Keifer113[/B]. That may be your definition - it's most definitely not mine. It's a game, and part of the game is resolving the element of chance with dice. [/QUOTE]
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