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Encouraging interactions in new adventuring parties
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<blockquote data-quote="Nytmare" data-source="post: 7569794" data-attributes="member: 55178"><p>I was always a big fan of having my D&D players borrow a rule or two from the Burning Wheel school of thought. Most commonly by having them to add a "quality" and "flaw" to their character. Basically one thing that everyone who likes the character would agree on as a positive trait, and one thing that everyone who hates the character would agree on as a negative. Not even for any kind of mechanical bonus, just something to glance down and guide or even explain a character's actions after the fact.</p><p></p><p>Quality: Smart - Flaw: Arrogant</p><p>Quality: Friendly - Flaw: Gullible</p><p>Quality: Chivalrous - Flaw: Fanatical</p><p></p><p style="margin-left: 20px"><em>"Well, my character is insecure, so even though I think we should save the Duke, I'm going to hem and haw about it and play devil's advocate."</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>"I'm cautious. I argue that we should take our time, go slowly, and test the floor for traps." </em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>"I did write klutz for my flaw. I guess that's why I rolled a 1."</em></p> <p style="margin-left: 20px"></p><p></p><p>They were as much as a sign post for the other players as they were to the person playing the character.</p><p></p><p style="margin-left: 20px"><em>"Darraz is 'unreliable' so I'm not going to trust him to stay up alone tonight for a watch. I'll sit up with him."</em></p> <p style="margin-left: 20px"></p><p></p><p>They were far easier to parse than a page and a half of character background that no one but the player was probably going to bother to read, and it was much more useful than knowing the height, weight, and eye color of the rest of the party.</p><p></p><p>You could even go for a more direct, antagonistic route. "Come up with one thing your character likes about the character to your right, and hates about the character to your left."</p><p></p><p>I think that the problem you might run into with giving the meatier "A knows B about C and doesn't know that D stole E from F" is that it will mostly likely be lost amidst all the other information swamping the (especially new) players. It's a lot of information to track, and runs the risk of being useless from week to week when the cast of characters runs the risk of changing drastically because people keep dropping out or not showing up every night. It's an interesting mechanic for like a dinner party LARP where the role play and interaction is the backbone of the game, but for a bunch of random people playing D&D (especially people who might not be all that interested in the added theatrics), that adds a lot of extra stuff to keep track of.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 7569794, member: 55178"] I was always a big fan of having my D&D players borrow a rule or two from the Burning Wheel school of thought. Most commonly by having them to add a "quality" and "flaw" to their character. Basically one thing that everyone who likes the character would agree on as a positive trait, and one thing that everyone who hates the character would agree on as a negative. Not even for any kind of mechanical bonus, just something to glance down and guide or even explain a character's actions after the fact. Quality: Smart - Flaw: Arrogant Quality: Friendly - Flaw: Gullible Quality: Chivalrous - Flaw: Fanatical [INDENT][i]"Well, my character is insecure, so even though I think we should save the Duke, I'm going to hem and haw about it and play devil's advocate." "I'm cautious. I argue that we should take our time, go slowly, and test the floor for traps." "I did write klutz for my flaw. I guess that's why I rolled a 1."[/i] [/INDENT] They were as much as a sign post for the other players as they were to the person playing the character. [INDENT][i]"Darraz is 'unreliable' so I'm not going to trust him to stay up alone tonight for a watch. I'll sit up with him."[/i] [/INDENT] They were far easier to parse than a page and a half of character background that no one but the player was probably going to bother to read, and it was much more useful than knowing the height, weight, and eye color of the rest of the party. You could even go for a more direct, antagonistic route. "Come up with one thing your character likes about the character to your right, and hates about the character to your left." I think that the problem you might run into with giving the meatier "A knows B about C and doesn't know that D stole E from F" is that it will mostly likely be lost amidst all the other information swamping the (especially new) players. It's a lot of information to track, and runs the risk of being useless from week to week when the cast of characters runs the risk of changing drastically because people keep dropping out or not showing up every night. It's an interesting mechanic for like a dinner party LARP where the role play and interaction is the backbone of the game, but for a bunch of random people playing D&D (especially people who might not be all that interested in the added theatrics), that adds a lot of extra stuff to keep track of. [/QUOTE]
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