[Hivemind] One two do the kung fu! Three four on the dance floor!

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The question is: are you playing the character for his abilities and characteristics? Or because he is a deeply interesting character with a lot of potential?

In the past I've had characters who were not very good at combat and did not enhance the group intially. However, by developing the character and personality, as well as finding a niche for the PC in the group - things worked out well.

*Lights his pipe and stares meaningfully in to the flames of the hearth*

"Sit down and tell me what is bothering you. Tell me about your mother."

Seriously though. The question should be: what makes you interested/excited about your character? Is the things that he has done, experienced and learned along the way? Or the really cool abilities and items which enable him to lay the smack down on any big bad who crosses his path.

My suggestion: try not using any psionics or warrior abilities. The next session (tonight) will be quite role-playing based. It will (hopefully) give you the opportunity to figure out what motives your character and what he's after in life. (Perhaps this is a little too deep for 15:11 in the afternoon :D)
 

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simmo said:


*Lights his pipe and stares meaningfully in to the flames of the hearth*

"Sit down and tell me what is bothering you. Tell me about your mother."

instant. hivemind. hall of fame :)
 

alsih2o said:


instant. hivemind. hall of fame :)

Thanks :D
I'm actually glad that Tallarn has brought this issue up. I feel quite guilty for having so many of his characters die in my campaign, but at last it all becomes a little clearer :)
 

In my current campaign, not many of the players have made up character backgrounds. In the first session I explained some of the worlds history and current political / social situation.

This gives me as a DM quite a bit of freedom in introducing plot hooks, but it also means that players could feel like they have been "lumped" with a background that they don't want.

How do you cope with motivating your players? I have in the past looked in to what each player is interested wants to get out of the campaign. However, it's not something that is easily defined and can change over time.

*grin evilly*

All those who want Tallarns psychic warrior to come to a sticky end wave your hands now :D
 

simmo said:

How do you cope with motivating your players?

All those who want Tallarns psychic warrior to come to a sticky end wave your hands now :D

i have found that having the player help decide how the character will be introduced to the party is a mighty motivating force that gets the question gears lubricated.

*waves hand*
 

CAn anyone tell me anything about the Lord of the Rings rpg?

This may sound like an odd question, but the guy up here in Durham who's planning to start a Planescape campaign may well use the LotR system for it, he says. And I have no idea what the system is like...
 

alsih2o said:


i have found that having the player help decide how the character will be introduced to the party is a mighty motivating force that gets the question gears lubricated.

*waves hand*

Intorducing new characters is one the most difficult jobs that a DM does IMO. Usually the campaign is planned months in advance and I have worked out the details of the next few sessions. But when it comes to getting a new character to join the group I feel like throwing my hands up in the air.... oops! Does that mean that I've just *waved my hands*? :)
 

Carnifex said:
CAn anyone tell me anything about the Lord of the Rings rpg?

This may sound like an odd question, but the guy up here in Durham who's planning to start a Planescape campaign may well use the LotR system for it, he says. And I have no idea what the system is like...

Sorry, but I don't have any knowledge of the LotR roleplaying game. However, my experience of other gaming systems (compared to d20) has been positive so far.

7th Sea produced by AEG has a "roll stat+skill, keep skill" d10 system that works very well. For example, if you have a Finesse of 3 and 2 skill points in Fencing - you roll 5k3 (roll 5 and keep the total of 3 dice). Also, if you roll a 10, you can roll it again and add the result.

For example, Bjarne a Vesten rune caster is facing off against a Castlillian thug. Bjarne has 2 in finesse and 2 in heavy weapon.
The player rolls 4k2, he rolls 10, 2, 5, 7 - then rerolls the 10 and get a 6 for a total of 23. A hit, as it beats the thugs' target number to hit of 20.

Anyway, I hope that you get the point :)
 
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