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DMs: What are your character pet peeves?
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<blockquote data-quote="The Shaman" data-source="post: 5717445" data-attributes="member: 26473"><p>That's very well said; spot on.That's pretty similar to how we handle new character introductions as well; frex, in my current campaign, a new character was introduced as a fencing instructor at the same school where an existing character teaches.The game I'm running right now - <em>Flashing Blades</em> - provides a variety of career options, so our present adventurers consist of a King's Musketeer, a fencing instructor and secret hero of the downtrodden, and a physician and Renaissance man. Another character, a royal bureaucrat in the Ministry of Justice, became a non-player character when the player could no longer participate.</p><p></p><p>That said, I've no issue with murder-hobos if they are a good fit with the genre, like in sword-and-sorcery.</p><p></p><p>So far, it looks like we're two-fer-two. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Characters in <em>Flashing Blades</em> may begin with Advantages like Contact or Favor, or Secrets like Secret Loyalty or Debt of Honor.</p><p></p><p>It's important, at least to me, to bear in mind that these are relationships which are associated with the starting character mechanics, and they are intended to be resources available to the characters in play. What I don't really like to see in character backgrounds are <em>conflicts</em> projected into the future; I prefer conflicts to arise from the events of the game in actual play.</p><p></p><p>Frex, the adventurers in my campaign are trying to figure out which of their enemies sent a gang of assassins and a case of poisoned wine after them. This is exactly the sort of result I'm looking for in the campaigns I run, where the adventurers earn their most significant friends and rivals from their choices in actual play rather than character generation.</p><p></p><p>So it sounds like you're right; while the specifics may vary a bit, we're not all that far off.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5717445, member: 26473"] That's very well said; spot on.That's pretty similar to how we handle new character introductions as well; frex, in my current campaign, a new character was introduced as a fencing instructor at the same school where an existing character teaches.The game I'm running right now - [i]Flashing Blades[/i] - provides a variety of career options, so our present adventurers consist of a King's Musketeer, a fencing instructor and secret hero of the downtrodden, and a physician and Renaissance man. Another character, a royal bureaucrat in the Ministry of Justice, became a non-player character when the player could no longer participate. That said, I've no issue with murder-hobos if they are a good fit with the genre, like in sword-and-sorcery. So far, it looks like we're two-fer-two. :)Characters in [i]Flashing Blades[/i] may begin with Advantages like Contact or Favor, or Secrets like Secret Loyalty or Debt of Honor. It's important, at least to me, to bear in mind that these are relationships which are associated with the starting character mechanics, and they are intended to be resources available to the characters in play. What I don't really like to see in character backgrounds are [I]conflicts[/I] projected into the future; I prefer conflicts to arise from the events of the game in actual play. Frex, the adventurers in my campaign are trying to figure out which of their enemies sent a gang of assassins and a case of poisoned wine after them. This is exactly the sort of result I'm looking for in the campaigns I run, where the adventurers earn their most significant friends and rivals from their choices in actual play rather than character generation. So it sounds like you're right; while the specifics may vary a bit, we're not all that far off. [/QUOTE]
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