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<blockquote data-quote="EzekielRaiden" data-source="post: 8971268" data-attributes="member: 6790260"><p>Yes, though not exactly in this way.</p><p></p><p>I take very much to heart the idea that the PCs are like characters in a TV show, except I'm part of making it.</p><p></p><p>So I like to give every character an <em>arc,</em> not in the sense of setting a destination but of revealing hidden depths and unexpected forces. They have a "destiny," but that doesn't mean it is a <em>fixed</em> destination, as it were.</p><p></p><p>For example:</p><p>I have a Bard player, who loves cultural stuff and has a strong heroic streak. Give them a people who are suffering or controlled, and this player will <em>yearn</em> to set things right. Bard is a tiefling, because the player wanted to play one, thinking it sounded fun to be a child of two worlds like that, but <em>both</em> of his parents aee also tieflings. So I rolled with it: on his female ancestral line, his great-grandmother is a (now-former) succubus, but on his father's side...there is <em>weirdness.</em> His family tree doesn't branch. Only, and always, exactly ONE person has children, in each generation, going back over a thousand years, as far as they can tell. Someone, or something, is keeping that bloodline from spreading, but also ensuring it never dies out either. That's Weird. Further, an assassin-cult has started a civil war over whether he is their prophesied messiah-figure or a false prophet who will lead them astray, and now he has a <em>reason</em> to embrace and work with the ones who genuinely do believe he is their "Lord of the Ravens."</p><p></p><p>I try to nuture player choices like this. Give the things they find interesting weight and meaning. Present them with tough decisions and turn the fallout of those choices into yet more interesting events. It's been a blast and they have continuously both surprised and delighted me with their unexpected swerves and fidelity to the spirit of the characters.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8971268, member: 6790260"] Yes, though not exactly in this way. I take very much to heart the idea that the PCs are like characters in a TV show, except I'm part of making it. So I like to give every character an [I]arc,[/I] not in the sense of setting a destination but of revealing hidden depths and unexpected forces. They have a "destiny," but that doesn't mean it is a [I]fixed[/I] destination, as it were. For example: I have a Bard player, who loves cultural stuff and has a strong heroic streak. Give them a people who are suffering or controlled, and this player will [I]yearn[/I] to set things right. Bard is a tiefling, because the player wanted to play one, thinking it sounded fun to be a child of two worlds like that, but [I]both[/I] of his parents aee also tieflings. So I rolled with it: on his female ancestral line, his great-grandmother is a (now-former) succubus, but on his father's side...there is [I]weirdness.[/I] His family tree doesn't branch. Only, and always, exactly ONE person has children, in each generation, going back over a thousand years, as far as they can tell. Someone, or something, is keeping that bloodline from spreading, but also ensuring it never dies out either. That's Weird. Further, an assassin-cult has started a civil war over whether he is their prophesied messiah-figure or a false prophet who will lead them astray, and now he has a [I]reason[/I] to embrace and work with the ones who genuinely do believe he is their "Lord of the Ravens." I try to nuture player choices like this. Give the things they find interesting weight and meaning. Present them with tough decisions and turn the fallout of those choices into yet more interesting events. It's been a blast and they have continuously both surprised and delighted me with their unexpected swerves and fidelity to the spirit of the characters. [/QUOTE]
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