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How to stop my players from doing these things?
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<blockquote data-quote="ledded" data-source="post: 1561239" data-attributes="member: 12744"><p>Maybe try and help him realize that it's not the classes and race that makes your PC stand out, it's the way he's played. </p><p> </p><p>I once ran a D&D campaign where everyone was part of a rogue's "crew", organized crime with competing Guilds in a city like Venice. Almost everyone took at least a few levels in rogue, but every last character was completely unique and different. We had a dwarven fighter-rogue, a growling, hard-to-control bag-man and part time forge-man. We had a rogue-wizard, who was into alchemy, scared of heights and often squeaked in surprise, specialized in setting fires. We had a female half-orc barbarian/rogue legbreaker and shylock. A cleric/rogue faceman and swindler, whose lover was the wife of one of the leading councilmen in the city. A third-story wizard/rogue that talked like a New Jersey goombah who used his monkey familiar to perform ingenious feats of breaking and entering. </p><p> </p><p>Each was very interesting, specialized, and unique even though they were very similarly classed.</p><p> </p><p>Encouraging him to pick something and make his character good at it, while developing a style and habits for the PC that make him unique, will pay off if you can get him to buy into it.</p><p> </p><p>I would also reward PC's with good backgrounds with something passed on by family or prior events, as well as use that backstory to weave events in parts of the campaign to highlight the benefit of having an interesting character. Sure, you can use ties in a negative way, but often it's much more rewarding to the PC's when visiting a city and a semi-important NPC goes "Oh hey, you're one of the *Barlington* Joneses? Hey, I knew your great uncle Mike, come on in and have a drink...".</p></blockquote><p></p>
[QUOTE="ledded, post: 1561239, member: 12744"] Maybe try and help him realize that it's not the classes and race that makes your PC stand out, it's the way he's played. I once ran a D&D campaign where everyone was part of a rogue's "crew", organized crime with competing Guilds in a city like Venice. Almost everyone took at least a few levels in rogue, but every last character was completely unique and different. We had a dwarven fighter-rogue, a growling, hard-to-control bag-man and part time forge-man. We had a rogue-wizard, who was into alchemy, scared of heights and often squeaked in surprise, specialized in setting fires. We had a female half-orc barbarian/rogue legbreaker and shylock. A cleric/rogue faceman and swindler, whose lover was the wife of one of the leading councilmen in the city. A third-story wizard/rogue that talked like a New Jersey goombah who used his monkey familiar to perform ingenious feats of breaking and entering. Each was very interesting, specialized, and unique even though they were very similarly classed. Encouraging him to pick something and make his character good at it, while developing a style and habits for the PC that make him unique, will pay off if you can get him to buy into it. I would also reward PC's with good backgrounds with something passed on by family or prior events, as well as use that backstory to weave events in parts of the campaign to highlight the benefit of having an interesting character. Sure, you can use ties in a negative way, but often it's much more rewarding to the PC's when visiting a city and a semi-important NPC goes "Oh hey, you're one of the *Barlington* Joneses? Hey, I knew your great uncle Mike, come on in and have a drink...". [/QUOTE]
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