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Sociopathic PCs -- an epidemic?
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<blockquote data-quote="MarauderX" data-source="post: 1575541" data-attributes="member: 9990"><p>I can understand why each would want no connections to the game world as it is. It may be too hard to relate at first, especially if it's a new, strange homebrew. It's too hard to run with or they might not feel they can write up creative connections without getting nixed by the DM (like rogue PCs having pirate friends, or being the daughter of a duke, etc.)</p><p></p><p>Another way to see it could be given as an example in a campaign I am a player in. One PC is a Ranger and has a favored enemy of some new bad guys storming the world, and even named his wolf animal companion to reflect his commitment to this enemy's doom. Turns out his sister is impregnated by one of them, and wants to run away with him. Will he be a good uncle to her half-child? On top of that his long-lost brother ended up getting whacked, which means he ultimately failed to protect him after rescuing him from the baddies. </p><p></p><p>In the same campaign, another PC's sister is working for an organization the party has been trying to bring down and has faced her several times. Finally we captured her and are interrogating, but she is supremely confident that her brother will be kind enough to let her go. </p><p></p><p>Without PC siblings, the players' would have easy decisions and could get on with the killing without the complexities of offing your relatives. That's why I made a PC with little history and less background before he showed up at a monastary in the mountains. Even still, he is not without history, as the DM was clever enough to wrap in some of the monastary items to throw in. </p><p></p><p>If the PCs all want to be detached from any history in the game world, let them. I would introduce a NPC or two that they could spend time with on journeys from city A to B that could help tell of their deeds as well as be a resource of information for them. Then 10 levels down the road when that NPC is abducted the PCs might have a vested interest in saving him for the sake of his role thus far, not for the cash reward or because someone told them to, but to save him so he can go back to talking them up and feeding them info.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1575541, member: 9990"] I can understand why each would want no connections to the game world as it is. It may be too hard to relate at first, especially if it's a new, strange homebrew. It's too hard to run with or they might not feel they can write up creative connections without getting nixed by the DM (like rogue PCs having pirate friends, or being the daughter of a duke, etc.) Another way to see it could be given as an example in a campaign I am a player in. One PC is a Ranger and has a favored enemy of some new bad guys storming the world, and even named his wolf animal companion to reflect his commitment to this enemy's doom. Turns out his sister is impregnated by one of them, and wants to run away with him. Will he be a good uncle to her half-child? On top of that his long-lost brother ended up getting whacked, which means he ultimately failed to protect him after rescuing him from the baddies. In the same campaign, another PC's sister is working for an organization the party has been trying to bring down and has faced her several times. Finally we captured her and are interrogating, but she is supremely confident that her brother will be kind enough to let her go. Without PC siblings, the players' would have easy decisions and could get on with the killing without the complexities of offing your relatives. That's why I made a PC with little history and less background before he showed up at a monastary in the mountains. Even still, he is not without history, as the DM was clever enough to wrap in some of the monastary items to throw in. If the PCs all want to be detached from any history in the game world, let them. I would introduce a NPC or two that they could spend time with on journeys from city A to B that could help tell of their deeds as well as be a resource of information for them. Then 10 levels down the road when that NPC is abducted the PCs might have a vested interest in saving him for the sake of his role thus far, not for the cash reward or because someone told them to, but to save him so he can go back to talking them up and feeding them info. [/QUOTE]
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