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Shooting down LEGIT character concepts
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<blockquote data-quote="Bacon Bits" data-source="post: 7542775" data-attributes="member: 6777737"><p>Yeah, I will limit people depending on the campaign. If it's Greyhawk, for example, there are no Dragonborn, Tieflings, or Drow available for PCs, and Half-Orcs are somewhat discouraged. Technically you could play a Drow, but you'd be kill-on-sight to all surface dwelling races.</p><p></p><p>A couple of my friends have a story about this. A guy wanted to play a half-orc/half-elf druid. The character was cursed (!) with wings... which worked, of course. Also, everywhere he stepped plants within 3 feet of his footsteps would grow and then wither and die (yes, like that forest spirit from Princess Mononoke, though this may have been before that was released). He then proceeded to be the most non-functional character ever and constantly asked to revise his character (as in change stuff at the start of every session), which became so legendary that I don't even remember any of those stories. All we say anymore is, "I wanna play a half-elf/half-orc that's cursed with wings that work..." and that's the joke. Interesting character for a story. Terrible character for a collaborative game. He lasted about two sessions before he was asked not to come back.</p><p></p><p></p><p></p><p>I think any game that's lasted long enough to have new players cycle in and out will have this rule. I usually just direct the players to have a reason to be adventuring together at arriving at the starting location (often with a reason or hook for them to be there, like a letter from a Wizard or something). It's obnoxious to think of a reason for 4-7 paranoid antisocial introverts to be adventuring together that's not horrifically contrived, so I just don't do it anymore. It shouldn't be too much to ask for players to make characters that want to work together in your adventuring party <em>in a game about working together in your adventuring party</em>.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7542775, member: 6777737"] Yeah, I will limit people depending on the campaign. If it's Greyhawk, for example, there are no Dragonborn, Tieflings, or Drow available for PCs, and Half-Orcs are somewhat discouraged. Technically you could play a Drow, but you'd be kill-on-sight to all surface dwelling races. A couple of my friends have a story about this. A guy wanted to play a half-orc/half-elf druid. The character was cursed (!) with wings... which worked, of course. Also, everywhere he stepped plants within 3 feet of his footsteps would grow and then wither and die (yes, like that forest spirit from Princess Mononoke, though this may have been before that was released). He then proceeded to be the most non-functional character ever and constantly asked to revise his character (as in change stuff at the start of every session), which became so legendary that I don't even remember any of those stories. All we say anymore is, "I wanna play a half-elf/half-orc that's cursed with wings that work..." and that's the joke. Interesting character for a story. Terrible character for a collaborative game. He lasted about two sessions before he was asked not to come back. I think any game that's lasted long enough to have new players cycle in and out will have this rule. I usually just direct the players to have a reason to be adventuring together at arriving at the starting location (often with a reason or hook for them to be there, like a letter from a Wizard or something). It's obnoxious to think of a reason for 4-7 paranoid antisocial introverts to be adventuring together that's not horrifically contrived, so I just don't do it anymore. It shouldn't be too much to ask for players to make characters that want to work together in your adventuring party [I]in a game about working together in your adventuring party[/I]. [/QUOTE]
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