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<blockquote data-quote="Barastrondo" data-source="post: 1600275" data-attributes="member: 3820"><p>To play devil's advocate, though, it's entirely possible that a player might wind up saying, "Wait: So Dave still gets to play his original character, but I have to change out my character because I didn't pick an elf?"</p><p></p><p>If you have players who frequently change out characters because they enjoy doing something new on a regular basis, this probably won't be a problem. I can't imagine trying something like that with my group, though; some of my players put sufficient effort into a character that they really wouldn't be into the thought of giving that character up.</p><p></p><p>Also be sure that your gaming group likes kids. Not all gamers do, and not all gamers find it particularly romantic (in the more general sense, not in the specific romantic relationshop sense) to wind up fathering or bearing offspring. Being able to have torrid romantic relationships <em>without</em> having to worry about pregnancy or long-term commitments — in the vein of the average swashbuckling hero — is simply more appealing for some players. </p><p></p><p>In a practical "here's what I do" vein, I tend to seed potential romantic interests for characters throughout my game. Some of them are intentional bits of bait thrown out to see if a character will bite (the scarred archer from the same homeland who is working as a mercenary for the characters' employer), others are characters I'd never in a million years thought of as bait for that role (the reclusive wolf-priest who doesn't empathize much with humans despite being born one). In a few cases, characters come with romantic interests built in (the druid who once had a crush on the jarl when they were both kids, and who the player plans to have fall in love with the jarl all over again now that they're both adults). Obviously, I have some players who are definitely into the romantic thing, but I don't think they'd all be interested in me flash-forwarding into the future to watch their characters' offspring go on an adventure — hell, the one PC who's in the most stable and deeply felt relationship in any of my games looks on the thought of personally having children with loathing. </p><p></p><p>Yes, I realize that yet again this is a caveat that essentially boils down to "know your gaming group, because what works for one group won't work for another." So much of gaming advice, alas, simply has to boil down to that. People are pretty complicated animals.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 1600275, member: 3820"] To play devil's advocate, though, it's entirely possible that a player might wind up saying, "Wait: So Dave still gets to play his original character, but I have to change out my character because I didn't pick an elf?" If you have players who frequently change out characters because they enjoy doing something new on a regular basis, this probably won't be a problem. I can't imagine trying something like that with my group, though; some of my players put sufficient effort into a character that they really wouldn't be into the thought of giving that character up. Also be sure that your gaming group likes kids. Not all gamers do, and not all gamers find it particularly romantic (in the more general sense, not in the specific romantic relationshop sense) to wind up fathering or bearing offspring. Being able to have torrid romantic relationships [I]without[/I] having to worry about pregnancy or long-term commitments — in the vein of the average swashbuckling hero — is simply more appealing for some players. In a practical "here's what I do" vein, I tend to seed potential romantic interests for characters throughout my game. Some of them are intentional bits of bait thrown out to see if a character will bite (the scarred archer from the same homeland who is working as a mercenary for the characters' employer), others are characters I'd never in a million years thought of as bait for that role (the reclusive wolf-priest who doesn't empathize much with humans despite being born one). In a few cases, characters come with romantic interests built in (the druid who once had a crush on the jarl when they were both kids, and who the player plans to have fall in love with the jarl all over again now that they're both adults). Obviously, I have some players who are definitely into the romantic thing, but I don't think they'd all be interested in me flash-forwarding into the future to watch their characters' offspring go on an adventure — hell, the one PC who's in the most stable and deeply felt relationship in any of my games looks on the thought of personally having children with loathing. Yes, I realize that yet again this is a caveat that essentially boils down to "know your gaming group, because what works for one group won't work for another." So much of gaming advice, alas, simply has to boil down to that. People are pretty complicated animals. [/QUOTE]
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