They are experienced PCs, not new characters.
See the difference?
No because the campaign starts at the same time for all of them. Are there prequels that I do not know about?
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They are experienced PCs, not new characters.
See the difference?
Sounds like your play flow is:
Discuss theme -> Create characters with motivations -> Something that follows this.
If that something is Action! then it fits how I like to play. If that something includes several hours of wandering around trying to figure out how to accomplish your goals or have some type of Action!, I would think that your games started pretty dull, and I would say that it is your fault. My end of the deal had been fulfilled when I created a character that was a 17th centure swashbuckler who had some goals, and I would even add some relationships. The fact that you made me wander around for hours before you attacked my motivations or my contacts or me would be a letdown.
But that is just how I like to play. Other people like to sit in bars and talk to barmaids. I just think that D'Artagnan would rather his story not include hours of accomplishing nothing.
Let me tell you how I do it in my current City State of the Invincible Overlord game.
*snip*
bangs
*snip*
Now your speaking my language.![]()
- Hiding your hooks doesn't make an activity any less of a railroad.
- Respect the players' free will.
- Pull, don't push.
- Listen to the players and watch what they do without hooks. They want to do more of that.
When you outline more advanced character goals, you seem to start at nothing. I like to have a my characters have a little more involvement in the world before we even start play, that way I can hit them where it hurts. Characters with no roots cannot be hurt. You should always hurt the characters. How they handle it is the story.
Not to argue against a style of play if it works for your group, but the philosophy of "Characters with no roots should cannot be hurt" and "You should always hurt the characters", applied broadly, is precisely why some people create rootless characters with no attachments to the world.
You are right. My statement was too simplistic. Stopping at hurting the characters is not always good. There is usually a next step which is triumph and sometimes recovery of what was lost.
But the point really should have been that rootless characters have no investment in the world. Adventures are uncomfortable at best, tradgedies at worst, and a GM has an obligation to make things at least uncomfortable for the characters. Characters who are completely insulated from the world cannot have adventures happen to them. No non-sociopath every freely jumps into life or death fights against monsters without some investment in the outcome of the situation. Investment is key, and it is always character specific. A GM should go after those specific things.
If a DM just sits my PC down in a bar and says, "Go!" I will probably have some trouble thinking up something to do. I need direction of some sort, even if it's in the form of a colorful world.
Good heavens, why?!
Merkuri, I don't want you to think I'm picking on you specifically here; I did read your following paragraph, but I'm trying to understand this concept, and you're not the first nor the only gamer to express this.