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How do you make a player play a normal character?
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<blockquote data-quote="Fictionaut" data-source="post: 490243" data-attributes="member: 303"><p>I actually have not one, but two of these guys in my regular gaming group. They are both close friends and are the most dedicated players in terms of attendance, so excluding them is typically not an option. </p><p></p><p>Some things that have worked for me in integrating these guys into the story or at least making them tolerable:</p><p></p><p>1) Create some plot hooks for the oddball PC that involve his goals or background. This might be tough to do with a tightly defined plot, but in my games it has almost always grabbed the attention of the player in question and drawn him into the game. </p><p>A player in one game ran a LN honor-obsessed monk with a CG party that was attempting to defeat a corrupt church organization. He was antagonistic until I had his god give him a divine mission to purge the corruption from the church. Things worked pretty smoothly after that, and he enjoyed it immensely.</p><p></p><p>2) Take care that everyone in the world reacts to the character properly. PCs usually do not begin a campaign with much power and influence, and so the character is going to have to curb his antisocial behavior towards the rich, powerful, and high-level folks in your world or face the consequences. Plus, most NPCs are going to resort to well-deserved mockery sooner or later against the oddball, and if they retaliate violently they have to deal with the authorities.</p><p></p><p>3) Make sure the rest of the group knows that they don't have to make any effort to work with the PC in question, and can even respond violently to his antics if they choose. (This is probably obvious to most groups, but maybe not) This is more potent the lower the level you start new characters at. Even if the player always runs homicidal maniacs who delight in killing party members, they are going to eventually be much lower level than the group and incapable of doing anything troublesome. And I have never met a D&D player for whom levels were not an effective motivator.</p></blockquote><p></p>
[QUOTE="Fictionaut, post: 490243, member: 303"] I actually have not one, but two of these guys in my regular gaming group. They are both close friends and are the most dedicated players in terms of attendance, so excluding them is typically not an option. Some things that have worked for me in integrating these guys into the story or at least making them tolerable: 1) Create some plot hooks for the oddball PC that involve his goals or background. This might be tough to do with a tightly defined plot, but in my games it has almost always grabbed the attention of the player in question and drawn him into the game. A player in one game ran a LN honor-obsessed monk with a CG party that was attempting to defeat a corrupt church organization. He was antagonistic until I had his god give him a divine mission to purge the corruption from the church. Things worked pretty smoothly after that, and he enjoyed it immensely. 2) Take care that everyone in the world reacts to the character properly. PCs usually do not begin a campaign with much power and influence, and so the character is going to have to curb his antisocial behavior towards the rich, powerful, and high-level folks in your world or face the consequences. Plus, most NPCs are going to resort to well-deserved mockery sooner or later against the oddball, and if they retaliate violently they have to deal with the authorities. 3) Make sure the rest of the group knows that they don't have to make any effort to work with the PC in question, and can even respond violently to his antics if they choose. (This is probably obvious to most groups, but maybe not) This is more potent the lower the level you start new characters at. Even if the player always runs homicidal maniacs who delight in killing party members, they are going to eventually be much lower level than the group and incapable of doing anything troublesome. And I have never met a D&D player for whom levels were not an effective motivator. [/QUOTE]
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