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Fiddling around with Fifth Ed
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<blockquote data-quote="MechaPilot" data-source="post: 7454332" data-attributes="member: 82779"><p>A reluctant hero <strong>BACKSTORY</strong> is fine. But, the PC really needs to be past that when adventure time comes around (or, at least, at the end of the first adventure). This is especially so in a party of other PCs, because the DM (and at my table, that's usually me) shouldn't be forced at the start of each new adventure to lavish a ton of time and attention re-baiting the one reluctant hero PC. I'm not writing a never ending slew of Death Wish sequels (where each one opens with Charles Bronson's friends and family being violently assaulted and murdered), I'm writing an adventure for a group of 4-6 players who want to play through the adventure and have fun together. And the rest of the players, who are ready to engage the game and sensibly have characters ready to go on the quest (with just a little bit of incentive), shouldn't have to sit there while the DM throws all the spotlight on getting one player effectively begging her to engage because her character is the ever-reluctant hero.</p><p></p><p>If the rest of the party is nothing but NPCs and I'm running an adventure for a single player, that's a somewhat different story (though still tiring and monotonous due to the repetition).</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Frodo is a work of fiction written by a man who wanted that character to be part of an overarching story. In other words, his DM could chose when that reluctance was overcome. A TTRPG reluctant hero is played by someone not the writer of the story, imposes their reluctance on the rest of the playgroup, and starts out with an adversarial relationship with the DM. It's effectively an attitude of "I don't want to adventure, so you'll have to make me." No, I won't make you. I'll ask you to leave so the rest of us can play.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7454332, member: 82779"] A reluctant hero [B]BACKSTORY[/B] is fine. But, the PC really needs to be past that when adventure time comes around (or, at least, at the end of the first adventure). This is especially so in a party of other PCs, because the DM (and at my table, that's usually me) shouldn't be forced at the start of each new adventure to lavish a ton of time and attention re-baiting the one reluctant hero PC. I'm not writing a never ending slew of Death Wish sequels (where each one opens with Charles Bronson's friends and family being violently assaulted and murdered), I'm writing an adventure for a group of 4-6 players who want to play through the adventure and have fun together. And the rest of the players, who are ready to engage the game and sensibly have characters ready to go on the quest (with just a little bit of incentive), shouldn't have to sit there while the DM throws all the spotlight on getting one player effectively begging her to engage because her character is the ever-reluctant hero. If the rest of the party is nothing but NPCs and I'm running an adventure for a single player, that's a somewhat different story (though still tiring and monotonous due to the repetition). Frodo is a work of fiction written by a man who wanted that character to be part of an overarching story. In other words, his DM could chose when that reluctance was overcome. A TTRPG reluctant hero is played by someone not the writer of the story, imposes their reluctance on the rest of the playgroup, and starts out with an adversarial relationship with the DM. It's effectively an attitude of "I don't want to adventure, so you'll have to make me." No, I won't make you. I'll ask you to leave so the rest of us can play. [/QUOTE]
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