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Need some help on a Backstory for a character on Taladas
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<blockquote data-quote="jgsugden" data-source="post: 9156499" data-attributes="member: 2629"><p>I'd start by asking your DM if you can go with your heart's desire. Your goblin started in Faerun, found their way on a Spelljamming Ship / Planar Gate / whatever and ended up using that to escape to someplace where it might be far from the threats that were after it. 5E intentionally welcomes this type of idea - we have the Far Traveller background. The PC could have just arrived and be trying to 'fit in' to a world that is not known or understood. You'd have to talk about how to handle magic - but there are plenty of ways to work that. I had a player in an Ansalon game not like the Moons - so I gave him an amulet that allowed him to draw magic from there and ignore the impact of the moons.</p><p></p><p>I have very rarely, as a DM, told a player that the character idea they wanted to play is not allowed. I've let players play:</p><p></p><ul> <li data-xf-list-type="ul">Themself after they were transported to my campaign world,</li> <li data-xf-list-type="ul">An awakened squirrel monk,</li> <li data-xf-list-type="ul">A robot from Gamma World,</li> <li data-xf-list-type="ul">An intelligent weapon, and</li> <li data-xf-list-type="ul">Inigo Montoya. Yeah, that Inigo Montoya.</li> </ul><p></p><p>They all worked. As long as the player wants to play the PC as being as out of place as it seems to the setting, why stop it?</p><p></p><p>OK, also Barb Wire. I let someone play Barb Wire. That was the line. I should have stopped that one given the player's history - but I did allow it. Sometimes being permissive is not rewarded, but as a DM, I'd certainly allow you to play the concept you wanted to play in my Taladas game.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9156499, member: 2629"] I'd start by asking your DM if you can go with your heart's desire. Your goblin started in Faerun, found their way on a Spelljamming Ship / Planar Gate / whatever and ended up using that to escape to someplace where it might be far from the threats that were after it. 5E intentionally welcomes this type of idea - we have the Far Traveller background. The PC could have just arrived and be trying to 'fit in' to a world that is not known or understood. You'd have to talk about how to handle magic - but there are plenty of ways to work that. I had a player in an Ansalon game not like the Moons - so I gave him an amulet that allowed him to draw magic from there and ignore the impact of the moons. I have very rarely, as a DM, told a player that the character idea they wanted to play is not allowed. I've let players play: [LIST] [*]Themself after they were transported to my campaign world, [*]An awakened squirrel monk, [*]A robot from Gamma World, [*]An intelligent weapon, and [*]Inigo Montoya. Yeah, that Inigo Montoya. [/LIST] They all worked. As long as the player wants to play the PC as being as out of place as it seems to the setting, why stop it? OK, also Barb Wire. I let someone play Barb Wire. That was the line. I should have stopped that one given the player's history - but I did allow it. Sometimes being permissive is not rewarded, but as a DM, I'd certainly allow you to play the concept you wanted to play in my Taladas game. [/QUOTE]
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