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*Dungeons & Dragons
I Am SO Over The "Rootless Vagabond" Archetype
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<blockquote data-quote="chriton227" data-source="post: 6425211" data-attributes="member: 33263"><p>And all it takes is one experience with a GM looking to screw the players to turn them off of attachments of any sort. I've had GM's that use backstory and attachments as bludgeons to beat their players, making sure to minimize the advantages the players can get and maximize the difficulties (because apparently the more frustrated the players are the more fun the game is). For example, in a modern game if a PC buys a car, suddenly they have to deal with car insurance, repairs, parking problems, the car getting stolen, APBs on identical cars, etc., but when the PC wants to use the car to go somewhere it is either broken down, there is too much traffic, or they get in an unavoidable accident on the way. Even with another GM who isn't that way, the player may still feel that the GM is just trying to lure them into a false sense of security so that when they do screw them over it will be that much more unexpected and dramatic. The player is just like a dog rescued from an abusive home, even long after they are placed with a loving family they may still flinch when someone raises their hand suddenly.</p><p></p><p>If attachments and backstory elements are constantly used against the PC without also letting the PC derive some advantage from them, there is no motivation at all to create them. Why spend any time on something that is just going to make the PC weaker and easier for the GM to control? You're better off spending that time doing something else and still ending up with a character with fewer weaknesses to be exploited and fewer chains for the GM to yank on to make the PC go where the GM wants. I'm not saying the only effects should be positive but there should be a healthy balance between positive and negative effects. A girlfriend may be a target for a villain to kidnap, but they could also be available to deliver the equipment the PC needs just in the nick of time. An uncle may be demanding of the PC's time to do menial things, but when the PC needs to lie low for a while the uncle can give them a place to stay. The thieves' guild may make financial and time demands on the PC, but if they wind up in jail they can help get the PC back out (whether by greasing the right palms or by a dramatic breakout). Without allowing some positive effects, the GM is expecting the players to willingly and happily invest in the creating a source of their own misery.</p></blockquote><p></p>
[QUOTE="chriton227, post: 6425211, member: 33263"] And all it takes is one experience with a GM looking to screw the players to turn them off of attachments of any sort. I've had GM's that use backstory and attachments as bludgeons to beat their players, making sure to minimize the advantages the players can get and maximize the difficulties (because apparently the more frustrated the players are the more fun the game is). For example, in a modern game if a PC buys a car, suddenly they have to deal with car insurance, repairs, parking problems, the car getting stolen, APBs on identical cars, etc., but when the PC wants to use the car to go somewhere it is either broken down, there is too much traffic, or they get in an unavoidable accident on the way. Even with another GM who isn't that way, the player may still feel that the GM is just trying to lure them into a false sense of security so that when they do screw them over it will be that much more unexpected and dramatic. The player is just like a dog rescued from an abusive home, even long after they are placed with a loving family they may still flinch when someone raises their hand suddenly. If attachments and backstory elements are constantly used against the PC without also letting the PC derive some advantage from them, there is no motivation at all to create them. Why spend any time on something that is just going to make the PC weaker and easier for the GM to control? You're better off spending that time doing something else and still ending up with a character with fewer weaknesses to be exploited and fewer chains for the GM to yank on to make the PC go where the GM wants. I'm not saying the only effects should be positive but there should be a healthy balance between positive and negative effects. A girlfriend may be a target for a villain to kidnap, but they could also be available to deliver the equipment the PC needs just in the nick of time. An uncle may be demanding of the PC's time to do menial things, but when the PC needs to lie low for a while the uncle can give them a place to stay. The thieves' guild may make financial and time demands on the PC, but if they wind up in jail they can help get the PC back out (whether by greasing the right palms or by a dramatic breakout). Without allowing some positive effects, the GM is expecting the players to willingly and happily invest in the creating a source of their own misery. [/QUOTE]
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I Am SO Over The "Rootless Vagabond" Archetype
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