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RPG Evolution: Playing Your PC Poorly
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<blockquote data-quote="toucanbuzz" data-source="post: 8586475" data-attributes="member: 19270"><p><strong>Dungeon Crawl Classics </strong>heavily plays on intentionally taking on the "loser PC" and seeing what you can do with its 0-level "funnel" adventures (you control a group of 0-level dirt farmers with no skills and purely random 3d6 stats, if any survive pick one to become your level 1 character). After the funnel, I picked a character with a 3 attribute in Intelligence. I mention this because candidly, I'm not sure I would have pushed with a narrative-based character without that prompt. I was going to make this work. He was going to be intentionally "flawed" and make this campaign more interesting. Instead of making him a stereotype (e.g. speaking in third person "Krug smash rock") he became a simple man from fantasy Appalachia country raised simple. </p><p></p><p>I wrote down a list of "momma sez" (yeah, credit Waterboy, ugh) wisdoms that helped him get by. He knew he wasn't educated, struggled with reading and language, and he got upset inwardly if others commented on this but kept it inside. I made several unintelligent decisions, such as charging a ghost because he had no idea his weapon would just go right through one. But he wasn't foolish or foolhardy. Once he "missed," he understood the mistake, and he would get upset later to his friends because once again, he screwed it up. He also had a way of telling stories to strangers without context (he didn't stop to think they weren't there and wouldn't know why the worm crawled up his leg and got into his brain...)</p><p></p><p>It was something different. He wasn't a superhero. He didn't have superhero stats. But he was a blast to play, and the table had a blast with him, which was vital to me. If his detriments distracted, ruined the experience, hogged the spotlight, etc., it wouldn't have achieved what I set out to do.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8586475, member: 19270"] [B]Dungeon Crawl Classics [/B]heavily plays on intentionally taking on the "loser PC" and seeing what you can do with its 0-level "funnel" adventures (you control a group of 0-level dirt farmers with no skills and purely random 3d6 stats, if any survive pick one to become your level 1 character). After the funnel, I picked a character with a 3 attribute in Intelligence. I mention this because candidly, I'm not sure I would have pushed with a narrative-based character without that prompt. I was going to make this work. He was going to be intentionally "flawed" and make this campaign more interesting. Instead of making him a stereotype (e.g. speaking in third person "Krug smash rock") he became a simple man from fantasy Appalachia country raised simple. I wrote down a list of "momma sez" (yeah, credit Waterboy, ugh) wisdoms that helped him get by. He knew he wasn't educated, struggled with reading and language, and he got upset inwardly if others commented on this but kept it inside. I made several unintelligent decisions, such as charging a ghost because he had no idea his weapon would just go right through one. But he wasn't foolish or foolhardy. Once he "missed," he understood the mistake, and he would get upset later to his friends because once again, he screwed it up. He also had a way of telling stories to strangers without context (he didn't stop to think they weren't there and wouldn't know why the worm crawled up his leg and got into his brain...) It was something different. He wasn't a superhero. He didn't have superhero stats. But he was a blast to play, and the table had a blast with him, which was vital to me. If his detriments distracted, ruined the experience, hogged the spotlight, etc., it wouldn't have achieved what I set out to do. [/QUOTE]
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