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<blockquote data-quote="Mr. Kaze" data-source="post: 1587160" data-attributes="member: 8848"><p>It sounds good when you're modelling the world (kind of like "realistic economy!"), but I think you'll find that the implementation is disappointing.</p><p></p><p>Consider these scenarios -- </p><p>1) brave young warrior goes a'wenching and has ends up with a kid to continue his dynasty. Except that he doesn't really know or care because he does this sort of thing all of the time.</p><p></p><p>2) brave young ranger settles down, has kids. Takes favored enemy Diaper Golem. Doesn't really have time to go adventuring and risking life and limb with his friends anymore. (Heck, I'm concerned that my Thursday game may be down two players at the start of next year for this very RL reason...) So the player ditches the character and gets somebody more interesting.</p><p></p><p>3) brave ranger has kids, but gets restless and wanders off to go adventuring with friends and never makes it home due to a TPK. Kid grows up resenting dad for abandoning them and the continuation of the dynasty is mere fluke rather than deliberate choice at that point.</p><p></p><p>4) brave cleric/wizard settles down and such but then takes a PrC and becomes and Outsider/Elemental/Lich and, at best, just isn't interested in their spouse any more or, at worst, kills them in an opening bid for some world domination of their own.</p><p></p><p>In my character experience, our party isn't rebuilding a broken-down tower we bought a year ago, isn't building a mansion on a burnt-out plot of noble's hill we bought a couple of months ago, and we're currently 1000 miles away from both our not-a-tower and our not-a-mansion actively slaughtering a really freaky doom-cult because we enjoy death and mayhem almost as much as the realy freaky doom-cult does. Now, really, would you want to try to settle down and have kids with folks like us?</p><p></p><p>If you're not convinced by that, then check out the <em>Samurai X</em> sidebar to <em>Ruroni Kenshin</em>(sp?). Frankly, it's kind of dull and fairly depressing, but it may help convince you that families and going out and slaughtering menaces from beyond the nth dimension just don't make for an entertaining fantasy role-playing game. Role-playing, sure. Fantasy, no.</p><p></p><p>My advice if you really want to pursue this idea is to tell your players to start their characters with retirement plans and a retirement age. When they get to that age, they retire (no penalty, just bring in a new character). And then after a one or two rounds of characters like this, those that had the good plans may also have kids who can start adventuring with bonus feats/skills/gear with no in-game time spent on diaper changing matters.</p><p></p><p>::Kaze (doesn't play <em>Sims Online</em>, either.)</p></blockquote><p></p>
[QUOTE="Mr. Kaze, post: 1587160, member: 8848"] It sounds good when you're modelling the world (kind of like "realistic economy!"), but I think you'll find that the implementation is disappointing. Consider these scenarios -- 1) brave young warrior goes a'wenching and has ends up with a kid to continue his dynasty. Except that he doesn't really know or care because he does this sort of thing all of the time. 2) brave young ranger settles down, has kids. Takes favored enemy Diaper Golem. Doesn't really have time to go adventuring and risking life and limb with his friends anymore. (Heck, I'm concerned that my Thursday game may be down two players at the start of next year for this very RL reason...) So the player ditches the character and gets somebody more interesting. 3) brave ranger has kids, but gets restless and wanders off to go adventuring with friends and never makes it home due to a TPK. Kid grows up resenting dad for abandoning them and the continuation of the dynasty is mere fluke rather than deliberate choice at that point. 4) brave cleric/wizard settles down and such but then takes a PrC and becomes and Outsider/Elemental/Lich and, at best, just isn't interested in their spouse any more or, at worst, kills them in an opening bid for some world domination of their own. In my character experience, our party isn't rebuilding a broken-down tower we bought a year ago, isn't building a mansion on a burnt-out plot of noble's hill we bought a couple of months ago, and we're currently 1000 miles away from both our not-a-tower and our not-a-mansion actively slaughtering a really freaky doom-cult because we enjoy death and mayhem almost as much as the realy freaky doom-cult does. Now, really, would you want to try to settle down and have kids with folks like us? If you're not convinced by that, then check out the [i]Samurai X[/i] sidebar to [i]Ruroni Kenshin[/i](sp?). Frankly, it's kind of dull and fairly depressing, but it may help convince you that families and going out and slaughtering menaces from beyond the nth dimension just don't make for an entertaining fantasy role-playing game. Role-playing, sure. Fantasy, no. My advice if you really want to pursue this idea is to tell your players to start their characters with retirement plans and a retirement age. When they get to that age, they retire (no penalty, just bring in a new character). And then after a one or two rounds of characters like this, those that had the good plans may also have kids who can start adventuring with bonus feats/skills/gear with no in-game time spent on diaper changing matters. ::Kaze (doesn't play [i]Sims Online[/i], either.) [/QUOTE]
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