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General Tabletop Discussion
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Do highly unique characters still get a bad rep; and: how to give them room to exist?
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<blockquote data-quote="Thomas Shey" data-source="post: 9347116" data-attributes="member: 7026617"><p>I'd say it depends in what way they run atypical, and how much its going to necessarily grab attention. In a superhero game there are common tropes, but if you're playing a man who has an intelligent viral colony that ate his brain and absorbed his personality as a nervous and circulatory system, most people will never know, and will only even realize he's particularly quirky when you blow a hole through his head and he keeps fighting. Other than that, he's mostly just another superhero who's hard to kill and fights with a staff.</p><p></p><p>Similar things can apply to other genres. The place where it can get quirky is when the character concept requires, on some level, redefining important elements of the setting. In a game set in a version of the modern world with all the normal laws of nature the elvish mage is going to be a problem, but the character raised by the hidden ninja cult shouldn't be (barring relative power issues). That's liable to turn more on a question of look-and-feel and whether the GM (and possibly but not certainly) other players sense of this trumps the player who wants the odd-man-out.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9347116, member: 7026617"] I'd say it depends in what way they run atypical, and how much its going to necessarily grab attention. In a superhero game there are common tropes, but if you're playing a man who has an intelligent viral colony that ate his brain and absorbed his personality as a nervous and circulatory system, most people will never know, and will only even realize he's particularly quirky when you blow a hole through his head and he keeps fighting. Other than that, he's mostly just another superhero who's hard to kill and fights with a staff. Similar things can apply to other genres. The place where it can get quirky is when the character concept requires, on some level, redefining important elements of the setting. In a game set in a version of the modern world with all the normal laws of nature the elvish mage is going to be a problem, but the character raised by the hidden ninja cult shouldn't be (barring relative power issues). That's liable to turn more on a question of look-and-feel and whether the GM (and possibly but not certainly) other players sense of this trumps the player who wants the odd-man-out. [/QUOTE]
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Do highly unique characters still get a bad rep; and: how to give them room to exist?
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