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Honey, I mutated the PCs!
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<blockquote data-quote="JoAT" data-source="post: 1635933" data-attributes="member: 16942"><p>Darn them College Roomies. I bet they're From Hell.... Uh, anyways, I don't normally see something like this as a problem, but, the thing is, you've got to make sure you do it right - either 1) (I dislike this way of doing things), let them know that there's potential for errr... growth and change. Then roll it, in front of them, on a table, fudging when nescisary (If I was told that suddenly I've got a tentical for an arm, I'd be feeling somewhat picked on, unless I actually saw it rolled up, rather than just 'assigned' to me).</p><p></p><p>Number 2), on the other hand, is much more fun (And since I'm going to have to assume one of them is a were-coyote, it's the one you picked...), in that you choose the changes they under go - however, when doing thigs like this, it's a really, really good idea to not think of your own idea of what would be cool/neat/mean, but, rather, what would fit in with the character (unless the player has no plans other than running around and killing stuff, or wandering around and role-playing with stuff, and dealing with the conesequences - from my experiance, most players have a direction they'd like to see their characters go towards) - rather, look at what the character has become so far, and choose something that your sure will continue that trend - something that would fit in with the player's 'plans', as it were, since going that way tends to be more fun (and if you're unsure, bug the players - ask them where they see their characters going, and if they don't really care, feel free to make them into disfigured freaks with insane super-powers...) And the fun is really what it's all about, right?</p></blockquote><p></p>
[QUOTE="JoAT, post: 1635933, member: 16942"] Darn them College Roomies. I bet they're From Hell.... Uh, anyways, I don't normally see something like this as a problem, but, the thing is, you've got to make sure you do it right - either 1) (I dislike this way of doing things), let them know that there's potential for errr... growth and change. Then roll it, in front of them, on a table, fudging when nescisary (If I was told that suddenly I've got a tentical for an arm, I'd be feeling somewhat picked on, unless I actually saw it rolled up, rather than just 'assigned' to me). Number 2), on the other hand, is much more fun (And since I'm going to have to assume one of them is a were-coyote, it's the one you picked...), in that you choose the changes they under go - however, when doing thigs like this, it's a really, really good idea to not think of your own idea of what would be cool/neat/mean, but, rather, what would fit in with the character (unless the player has no plans other than running around and killing stuff, or wandering around and role-playing with stuff, and dealing with the conesequences - from my experiance, most players have a direction they'd like to see their characters go towards) - rather, look at what the character has become so far, and choose something that your sure will continue that trend - something that would fit in with the player's 'plans', as it were, since going that way tends to be more fun (and if you're unsure, bug the players - ask them where they see their characters going, and if they don't really care, feel free to make them into disfigured freaks with insane super-powers...) And the fun is really what it's all about, right? [/QUOTE]
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