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Lightly-armored, greatsword-wielding human fighter
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<blockquote data-quote="The Shaman" data-source="post: 2787920" data-attributes="member: 26473"><p><strong>Nac_Mac_Feegle</strong>, this attitude would get you a very early, "Thank you for coming. Sorry things didn't work out. Drive safely," if you pulled it with me.</p><p></p><p>I design my campaigns to include a wide variety of challenges, but that doesn't mean that every adventure, every location, will favor every character equally. In fact, I will go out of my way to put characters in situations where they must on occasion play against their strengths. This is part of challenging the characters <u>and</u> the players.</p><p></p><p>You do not get a golf-bag of player characters from which to choose each time a new adventure begins.</p><p></p><p>You're running a rogue faced with a tomb filled with wights and wraiths? That's where the treasure is, mate - buck up or go home. Your knight won't go to sea to chase down a group of pirates? We'll call you when the rest of the party gets back to shore - if they return to the same town, that is.</p><p></p><p>Now please don't misunderstand - the players and their characters are free to pick and choose their adventures in my campaigns, but I can pretty much guarantee that your character will be poor and alone in a very short time if you sit on a barstool waiting for "just the right offer" to come in. First, I run a status quo gaming world - if you want to fight goblinids, you need to go where the goblinoids are, because they are unlikely to come looking for you (unless you do something to draw them to you, of course). Second, I don't drop adventure hooks in the players' laps - I provide an initial set-up, and then you and your character go looking for trouble. Third, you have no guarantee that the trouble you go looking for is the only trouble you'll find - it's a big world, stuff happens.</p><p></p><p>Fourth and last, what I tell players at the time of character creation is roughly this: You don't know everything you're going to encounter in advance. Your adventures may take you from tiny hovels to sprawling cities, from frozen wastes to burning deserts, from mountain peaks to lightless caverns, from bustling inns to haunted tombs, from castles in the clouds to the bottom of the ocean - <strong>plan accordingly</strong>. If your group lacks appropriate magic or martial skills, then you will be at a disadvantage in some encounters - if your character is a one-trick pony, prepare to be at a disadvantage in <u>many</u> encounters.</p><p></p><p>It is up to you to make your way in the world as it is, not necessarily the way you want the world to be. The onus on me as the gamemaster is to make adventuring in that world so interesting that you'll get sucked into it in spite of yourself, that you will not only come to expect a range of challenges but look forward to them - and if not, then we should part ways so I can fill you seat with someone who actually wants to adventure in a world of both risk <u>and</u> reward.</p><p></p><p>And playing only lightly-armed, greatsword-wielding fighters sounds mind-numbingly dull, but good luck with that anyway.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2787920, member: 26473"] [B]Nac_Mac_Feegle[/B], this attitude would get you a very early, "Thank you for coming. Sorry things didn't work out. Drive safely," if you pulled it with me. I design my campaigns to include a wide variety of challenges, but that doesn't mean that every adventure, every location, will favor every character equally. In fact, I will go out of my way to put characters in situations where they must on occasion play against their strengths. This is part of challenging the characters [U]and[/U] the players. You do not get a golf-bag of player characters from which to choose each time a new adventure begins. You're running a rogue faced with a tomb filled with wights and wraiths? That's where the treasure is, mate - buck up or go home. Your knight won't go to sea to chase down a group of pirates? We'll call you when the rest of the party gets back to shore - if they return to the same town, that is. Now please don't misunderstand - the players and their characters are free to pick and choose their adventures in my campaigns, but I can pretty much guarantee that your character will be poor and alone in a very short time if you sit on a barstool waiting for "just the right offer" to come in. First, I run a status quo gaming world - if you want to fight goblinids, you need to go where the goblinoids are, because they are unlikely to come looking for you (unless you do something to draw them to you, of course). Second, I don't drop adventure hooks in the players' laps - I provide an initial set-up, and then you and your character go looking for trouble. Third, you have no guarantee that the trouble you go looking for is the only trouble you'll find - it's a big world, stuff happens. Fourth and last, what I tell players at the time of character creation is roughly this: You don't know everything you're going to encounter in advance. Your adventures may take you from tiny hovels to sprawling cities, from frozen wastes to burning deserts, from mountain peaks to lightless caverns, from bustling inns to haunted tombs, from castles in the clouds to the bottom of the ocean - [b]plan accordingly[/b]. If your group lacks appropriate magic or martial skills, then you will be at a disadvantage in some encounters - if your character is a one-trick pony, prepare to be at a disadvantage in [U]many[/U] encounters. It is up to you to make your way in the world as it is, not necessarily the way you want the world to be. The onus on me as the gamemaster is to make adventuring in that world so interesting that you'll get sucked into it in spite of yourself, that you will not only come to expect a range of challenges but look forward to them - and if not, then we should part ways so I can fill you seat with someone who actually wants to adventure in a world of both risk [U]and[/U] reward. And playing only lightly-armed, greatsword-wielding fighters sounds mind-numbingly dull, but good luck with that anyway. [/QUOTE]
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