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<blockquote data-quote="Salthorae" data-source="post: 7454464" data-attributes="member: 1095"><p>There is definitely some of that going on, but I still maintain that it's both fun and possibly to do in a campaign with a sandbox/series feel. </p><p></p><p></p><p></p><p>If that is how its' going down, then the player is doing it wrong. It should be, "my character doesn't want to adventure, but here is the reason that I have crafted to get him out the door and I'm handing you potential plot hooks for future development." It is collaborative story telling after all. </p><p></p><p></p><p>No but you control your character's response to circumstances and that is all the difference between an enthusiastic character and a reluctant one. </p><p></p><p></p><p></p><p>And? I still don't think this is as hard as you guys are trying to make it sounds. What is the difference between being "angsty about [adventuring]" and being a reluctant hero? Angst is literally "a feeling of deep anxiety and dread". Reluctance is literally "an unwillingness or disinclination to..." they go hand in hand. The old priest I mentioned earlier is pulled directly from a Story Hour on these boards from the early 2000's by Pirate Cat. <a href="http://www.piratecat.org/spira/velendo.htm" target="_blank">Velendo of Calphas</a> He is also the very definition of reluctant hero playing in a long running game that was more episodic than one main long arc. </p><p></p><p>Just because you're reluctant doesn't mean you can't develop relationships with the other PC's that continue to pull you along for the ride without a lot of DM or PC effort to drag the PC out. For the rogue idea earlier, why couldn't the horrible mistake be one where the head of the theives guild will not rest until he has word of your character's death and his agents pursue you (at random times) across every where you go? That's not that hard and also puts great tension in their building PC relationships because that other PC knows that he/she is a threat to new friends and/or may need to run at any time and isn't sure if the other PCs will want to go with. It also provides a great adventure for the DM to plan to alleviate the that threat and maybe allow the PC to become a more normal adventurer. </p><p></p><p>REGIS! I just thought of him. He is a picture of the rogue plot I talked about and it provides all the points I mentioned above. Stole from the head of the guild, pursued all the way from Calimport up to Ten Towns in the north. He never wanted/liked stepping foot outside his door on adventure, but he did every time his friends called because they were his friends... and still he went. Why can't a player have that in a game? Is that really so hard to play or DM? And there are other ways to have that kind of situation besides exactly duplicating the Regis storyline. </p><p></p><p>It's like you guys are looking at "reluctant" as "impossible to work into the story" and I just see it as "a challenging roleplay idea". Either way. Don't use the concept then if it's so hard for you.</p></blockquote><p></p>
[QUOTE="Salthorae, post: 7454464, member: 1095"] There is definitely some of that going on, but I still maintain that it's both fun and possibly to do in a campaign with a sandbox/series feel. If that is how its' going down, then the player is doing it wrong. It should be, "my character doesn't want to adventure, but here is the reason that I have crafted to get him out the door and I'm handing you potential plot hooks for future development." It is collaborative story telling after all. No but you control your character's response to circumstances and that is all the difference between an enthusiastic character and a reluctant one. And? I still don't think this is as hard as you guys are trying to make it sounds. What is the difference between being "angsty about [adventuring]" and being a reluctant hero? Angst is literally "a feeling of deep anxiety and dread". Reluctance is literally "an unwillingness or disinclination to..." they go hand in hand. The old priest I mentioned earlier is pulled directly from a Story Hour on these boards from the early 2000's by Pirate Cat. [URL="http://www.piratecat.org/spira/velendo.htm"]Velendo of Calphas[/URL] He is also the very definition of reluctant hero playing in a long running game that was more episodic than one main long arc. Just because you're reluctant doesn't mean you can't develop relationships with the other PC's that continue to pull you along for the ride without a lot of DM or PC effort to drag the PC out. For the rogue idea earlier, why couldn't the horrible mistake be one where the head of the theives guild will not rest until he has word of your character's death and his agents pursue you (at random times) across every where you go? That's not that hard and also puts great tension in their building PC relationships because that other PC knows that he/she is a threat to new friends and/or may need to run at any time and isn't sure if the other PCs will want to go with. It also provides a great adventure for the DM to plan to alleviate the that threat and maybe allow the PC to become a more normal adventurer. REGIS! I just thought of him. He is a picture of the rogue plot I talked about and it provides all the points I mentioned above. Stole from the head of the guild, pursued all the way from Calimport up to Ten Towns in the north. He never wanted/liked stepping foot outside his door on adventure, but he did every time his friends called because they were his friends... and still he went. Why can't a player have that in a game? Is that really so hard to play or DM? And there are other ways to have that kind of situation besides exactly duplicating the Regis storyline. It's like you guys are looking at "reluctant" as "impossible to work into the story" and I just see it as "a challenging roleplay idea". Either way. Don't use the concept then if it's so hard for you. [/QUOTE]
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