Orryn Emrys
Explorer
... In with the next sucker....
Does anyone else have a player who, every six months to a year, becomes unsatisfied with his/her currect PC and wants to bring in a new one? Does this ever cause continuity problems?
I tend to work hard to integrate everyone's individual characters, particularly their backgrounds and goals, into the primary plot threads in some fashion. This can be a serious drawback if someone gets killed, but it is obviously necessary to take this in stride, and the players have no trouble accepting the plot reconstruction that follows during the course of play. Despite our focus on character-driven play, suspension of disbelief becomes strained when everyone at the table is aware that someone simply chose to abandon a character who is tied to the plot somehow.... Not to mention that treachery isn't entirely unknown among the heroes in my campaigns, and inter-character loyalty is at a premium, making new characters a potentially uncomfortable addition to the game.
I know that I should know better by now, that this particular individual is likely to make this choice somewhere along the line, but if I don't integrate his characters like I do the others, I fear that his attachment to them will become even more tenuous. Of course, it's not as if this development has a tendency to seriously damage the fabric of the campaign; I do what I can to plan ahead. And I've made it a condition of such a choice among the players that the fate of their former character is no longer their concern.
I was primarly simply curious whether this kind of thing was common at all amongst other gamers.
Does anyone else have a player who, every six months to a year, becomes unsatisfied with his/her currect PC and wants to bring in a new one? Does this ever cause continuity problems?
I tend to work hard to integrate everyone's individual characters, particularly their backgrounds and goals, into the primary plot threads in some fashion. This can be a serious drawback if someone gets killed, but it is obviously necessary to take this in stride, and the players have no trouble accepting the plot reconstruction that follows during the course of play. Despite our focus on character-driven play, suspension of disbelief becomes strained when everyone at the table is aware that someone simply chose to abandon a character who is tied to the plot somehow.... Not to mention that treachery isn't entirely unknown among the heroes in my campaigns, and inter-character loyalty is at a premium, making new characters a potentially uncomfortable addition to the game.
I know that I should know better by now, that this particular individual is likely to make this choice somewhere along the line, but if I don't integrate his characters like I do the others, I fear that his attachment to them will become even more tenuous. Of course, it's not as if this development has a tendency to seriously damage the fabric of the campaign; I do what I can to plan ahead. And I've made it a condition of such a choice among the players that the fate of their former character is no longer their concern.
I was primarly simply curious whether this kind of thing was common at all amongst other gamers.



