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General Tabletop Discussion
*Dungeons & Dragons
Minor rant - y'ever just hate your players' characters?
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<blockquote data-quote="I'm A Banana" data-source="post: 6359929" data-attributes="member: 2067"><p>So...it sounds like your central complaint is that your players are driven more by big bonuses than by interesting stories?</p><p></p><p>Or is it more that they seem to be skewing toward a different -- slightly darker -- genre than you intended?</p><p></p><p>The first...well, to be honest, all those sounds like solid character types to me. A drow who wants to establish a surface empire has a clear goal, and a half-orc war-necromancer has a clear path, and the halfling has a mystery you can explore at the table. Dig them into some world elements (who won that house war? where does one get necromancer training in your world? what might cause the birth of a halfling wild sorcerer?). So bonuses, schmonuses, it sounds like there's some good story grist there.</p><p></p><p>The second might be more tricky, but I can't tell from your description of your intended style and the characters how they are mutually exclusive. You might need to skew a little more "dark humor," but there's plenty of potential in cowards, smashy violence, and would-be overlords for some lighthearted goofiness (Ghostbusters itself had some darkly absurd stuff in it).</p><p></p><p>Anyway, I don't often hate my players' characters. Some of the most fun games I've had have been games where I've basically just decided to go along with the vibe the characters give me.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6359929, member: 2067"] So...it sounds like your central complaint is that your players are driven more by big bonuses than by interesting stories? Or is it more that they seem to be skewing toward a different -- slightly darker -- genre than you intended? The first...well, to be honest, all those sounds like solid character types to me. A drow who wants to establish a surface empire has a clear goal, and a half-orc war-necromancer has a clear path, and the halfling has a mystery you can explore at the table. Dig them into some world elements (who won that house war? where does one get necromancer training in your world? what might cause the birth of a halfling wild sorcerer?). So bonuses, schmonuses, it sounds like there's some good story grist there. The second might be more tricky, but I can't tell from your description of your intended style and the characters how they are mutually exclusive. You might need to skew a little more "dark humor," but there's plenty of potential in cowards, smashy violence, and would-be overlords for some lighthearted goofiness (Ghostbusters itself had some darkly absurd stuff in it). Anyway, I don't often hate my players' characters. Some of the most fun games I've had have been games where I've basically just decided to go along with the vibe the characters give me. [/QUOTE]
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Minor rant - y'ever just hate your players' characters?
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