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How do you make a player play a normal character?
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<blockquote data-quote="Celebrim" data-source="post: 489978" data-attributes="member: 4937"><p>Without playing with the guy, I can't really get a feel for how his characters are out of line. It doesn't seem like alot of thought is going into the characters, and it doesn't really seem like they are the most mature character concepts I've ever seen, but neither do I quite understand why they are tanking your games. For instance, taken as a character concept, Raistlan is pretty strange and has a certain attention grabbing features that I would be hesitant to approve unless I knew the player. But, as played and written, Raistlan is a classy character. Is the problem necessarily with the player, or with the other players inability to deal with him?</p><p></p><p>I really only make two demands on my players in terms of PC personality: </p><p></p><p>1) You create a character that has a good chance of getting along with the group and has some reason for working with them. If you create a character which is too offputting to get along with anyone, then you'll be required to make another character if you wish to continue with the group.</p><p></p><p>2) You create a character which has some reason for doing dangerous and extraordinary things. If you create a character for whom you feel that that character would rather continue doing mundane things, then you need to create another character if you wish to continue with the group. </p><p></p><p>Usually this is ok, but I have seen situations where character concepts (or the lack there of) contribute to premature campaign death. In one, a group of very experienced RPers created PC's who were very cosmopolitan, had very diverse racial backgrounds, and distinctive appearances (and even accents). All the PC's worked well together, and all had some reason for being adventurous. Unfortunately, the referee had prepared for his first adventure social based investigation in a highly racist town, and everyone was left floundering of how to approach the problem when thier character concepts clearly prevented close interaction with the natives... or at least close friendly interaction. The other situation I was the DM, and prepared an adventure that made the assumption that the PC's would be at least somewhat comfortable in a counter-culture (cyberpunk) type setting. Unfortunately, the whole party proved to be very straight laced and conservative and couldn't really be hooked into the setting. Both cases had in common that they expected social interaction to develop the initial plot line, and that the DM (for a variaty of reasons) was ill prepared to deal with the unexpected change in direction of the campaign.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 489978, member: 4937"] Without playing with the guy, I can't really get a feel for how his characters are out of line. It doesn't seem like alot of thought is going into the characters, and it doesn't really seem like they are the most mature character concepts I've ever seen, but neither do I quite understand why they are tanking your games. For instance, taken as a character concept, Raistlan is pretty strange and has a certain attention grabbing features that I would be hesitant to approve unless I knew the player. But, as played and written, Raistlan is a classy character. Is the problem necessarily with the player, or with the other players inability to deal with him? I really only make two demands on my players in terms of PC personality: 1) You create a character that has a good chance of getting along with the group and has some reason for working with them. If you create a character which is too offputting to get along with anyone, then you'll be required to make another character if you wish to continue with the group. 2) You create a character which has some reason for doing dangerous and extraordinary things. If you create a character for whom you feel that that character would rather continue doing mundane things, then you need to create another character if you wish to continue with the group. Usually this is ok, but I have seen situations where character concepts (or the lack there of) contribute to premature campaign death. In one, a group of very experienced RPers created PC's who were very cosmopolitan, had very diverse racial backgrounds, and distinctive appearances (and even accents). All the PC's worked well together, and all had some reason for being adventurous. Unfortunately, the referee had prepared for his first adventure social based investigation in a highly racist town, and everyone was left floundering of how to approach the problem when thier character concepts clearly prevented close interaction with the natives... or at least close friendly interaction. The other situation I was the DM, and prepared an adventure that made the assumption that the PC's would be at least somewhat comfortable in a counter-culture (cyberpunk) type setting. Unfortunately, the whole party proved to be very straight laced and conservative and couldn't really be hooked into the setting. Both cases had in common that they expected social interaction to develop the initial plot line, and that the DM (for a variaty of reasons) was ill prepared to deal with the unexpected change in direction of the campaign. [/QUOTE]
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