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*TTRPGs General
Limits on character creation: Opinions?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1152228" data-attributes="member: 3146"><p>Limits are necessary and, IMO actually give players more freedom to roleplay than not having them.</p><p></p><p>Is your campaign set in the Theocracy of the Pale in Greyhawk? You'd better decide whether it's a campaign for supporters of the church or about opponents of the church of Pholtus. A party with a paladin of Pholtus and a cleric of Tritherion in that environment will degenerate very very quickly.</p><p></p><p>Similarly, the "no evil" limit that is often applied to games actually serves to give players more freedom. Without it, players who want to be able to participate in the game with the rest of the group can't rely on their ability to create characters with any kind of independent moral compass. Paladins? Not if there's an evil character. The cleric of Heironeous wouldn't be able to travel with a ninja wannabe. Even the Lawful Evil cleric of Hextor may not be a viable option of the party turns out to be mostly good aligned.</p><p></p><p>More restrictive backgrounds can actually give players more freedom too. What do a former cattledrive turned apprentice wizard, a dwarf fighter from the mountains, a cleric of Brandobaris from a neighboring Duchy, and a smooth swashbuckler whose dream is to become a king's musketeer have in common. Absolutely nothing except their status as landless, masterless men/adventurers. If they come together, it is only likely to be because they were tossed together by fate or because they seek gold and glory.</p><p></p><p>If the party must all be inhabitants of Duvik's pass, a small mining town in the Rakers and they come from one of two families (a human family, an elvish family, the half-elves born from the union of those two families, their servants families, and (possibly) their dwarven friend), the party has enough ties binding them together that it is much more plausible for them to travel together on a more specific common purpose. (Perhaps to discover what's wrong with the ore in the mine, to inspect one of the family's aquisitions in an outlying village, or to recover a stolen macguffin important to the family).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1152228, member: 3146"] Limits are necessary and, IMO actually give players more freedom to roleplay than not having them. Is your campaign set in the Theocracy of the Pale in Greyhawk? You'd better decide whether it's a campaign for supporters of the church or about opponents of the church of Pholtus. A party with a paladin of Pholtus and a cleric of Tritherion in that environment will degenerate very very quickly. Similarly, the "no evil" limit that is often applied to games actually serves to give players more freedom. Without it, players who want to be able to participate in the game with the rest of the group can't rely on their ability to create characters with any kind of independent moral compass. Paladins? Not if there's an evil character. The cleric of Heironeous wouldn't be able to travel with a ninja wannabe. Even the Lawful Evil cleric of Hextor may not be a viable option of the party turns out to be mostly good aligned. More restrictive backgrounds can actually give players more freedom too. What do a former cattledrive turned apprentice wizard, a dwarf fighter from the mountains, a cleric of Brandobaris from a neighboring Duchy, and a smooth swashbuckler whose dream is to become a king's musketeer have in common. Absolutely nothing except their status as landless, masterless men/adventurers. If they come together, it is only likely to be because they were tossed together by fate or because they seek gold and glory. If the party must all be inhabitants of Duvik's pass, a small mining town in the Rakers and they come from one of two families (a human family, an elvish family, the half-elves born from the union of those two families, their servants families, and (possibly) their dwarven friend), the party has enough ties binding them together that it is much more plausible for them to travel together on a more specific common purpose. (Perhaps to discover what's wrong with the ore in the mine, to inspect one of the family's aquisitions in an outlying village, or to recover a stolen macguffin important to the family). [/QUOTE]
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