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<blockquote data-quote="Majoru Oakheart" data-source="post: 2416864" data-attributes="member: 5143"><p>Hmm, I think this helps me to understand a bit, even if I can't understand your motivations.</p><p></p><p>I think it's because I don't see playing an RPG as a large excersize in creating a grand story. I see it as playing a character in a make believe world. I might play a meaningless peasant who doesn't do anything useful or a hero who goes out in a blaze of glory 5 minutes. To me, it's about the challenge of playing that character and letting fate unravel for him.</p><p></p><p>When I read your character description, it sounds like I would have interpretted it as "I am creating a character for the express purpose of killing the BBEG" and I would have allowed you to kill him if I gave you the chance.</p><p></p><p>See, my big problem with understanding the situation is that I don't understand creating a character whose goals you didn't want to be accomplished. To me, the game is about a bunch of heroes fighting against evil. They try their best, sometimes they win, sometimes they lose. Sometimes it is a lot easier than expected. Still, there are other evils to fight and other adventures to go on. So, the PCs go on them because they are heroes and are dedicated to defeating evil in whatever shape it make take.</p><p></p><p>I could see possibility in your character even beyond what happened. Was someone else in control of this BBEG? Was he just a servant? Is there someone who could take over his legacy? Would someone try to bring him back that needed to be stopped? The Revanant would not rest until ALL his work was done. Maybe he just would not rest while there were others out there who would do the same things as the BBEG. It's a matter of working the game into your character as much as you work your character into the game. The game has to flow both ways.</p><p></p><p>Still, in the case of this character, I think he is better suited as an NPC or a character in a novel than a PC. PCs have to be generic enough to be able to accept multiple plot hooks and reasons for adventure as I discovered in a similar situation:</p><p></p><p>I was playing a 3rd Ed game. I was playing a human fighter who escaped 10 years of Mind Flayer slavery and not even having his own personality as he was a thralled bodyguard to one. He became an awfully cynical, self serving bastard. Still, he wanted to live his own life without interference from anyone else. He was willing to do nearly anything for money, however as his moral code was a little skewed.</p><p></p><p>Either way, I was going to play him as not knowing anything about human interactions as the last time he'd had them was when he was 8 years old. So, he was not polite, no one liked him, but he was strong and the party needed muscle. Then, the DM had us in town when a siege of the town happened by an overwhelming force. We happened to be in the palace because we had managed to find an item of extreme value to the royal family and had returned it (despite my character protesting to keep it for ourselves). The entire royal family was killed without us being able to do anything about it, except the princess. We managed to escape with her and the entire campaign seemed to be dodging patrols of this conquering country (who now had made similar assaults on nearly every city in the country).</p><p></p><p>So, at any rate, my character could care less who was ruling the country he happened to be staying in at the time. He didn't see why they were protecting the princess. He kept suggesting that they hand her over to the enemy. Unfortunately, the enemy kept trying to kill us, so we never got the chance. So, we finally reach a friendly fort with an army. I suggest leaving the princess there and then going off the seek fame and fortune. The DM and the party get annoyed at me for attempting to derail the adventure and everything the DM had planned. I eventually get so annoyed at them stifling my creativity that I just retire the character and play one that works for the government itself as a soldier and would do anything to protect the kingdom.</p><p></p><p>It was at that point that I realized that character creation needs to work both ways. The player needs to accept input for what characters may not be appropriate and the DM needs to work to find reasons for the PCs he has to go on adventures. If anyone had ever told my character "We're willing to pay for mercinaries to help us fight the invaders." I would have done anything they wanted.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 2416864, member: 5143"] Hmm, I think this helps me to understand a bit, even if I can't understand your motivations. I think it's because I don't see playing an RPG as a large excersize in creating a grand story. I see it as playing a character in a make believe world. I might play a meaningless peasant who doesn't do anything useful or a hero who goes out in a blaze of glory 5 minutes. To me, it's about the challenge of playing that character and letting fate unravel for him. When I read your character description, it sounds like I would have interpretted it as "I am creating a character for the express purpose of killing the BBEG" and I would have allowed you to kill him if I gave you the chance. See, my big problem with understanding the situation is that I don't understand creating a character whose goals you didn't want to be accomplished. To me, the game is about a bunch of heroes fighting against evil. They try their best, sometimes they win, sometimes they lose. Sometimes it is a lot easier than expected. Still, there are other evils to fight and other adventures to go on. So, the PCs go on them because they are heroes and are dedicated to defeating evil in whatever shape it make take. I could see possibility in your character even beyond what happened. Was someone else in control of this BBEG? Was he just a servant? Is there someone who could take over his legacy? Would someone try to bring him back that needed to be stopped? The Revanant would not rest until ALL his work was done. Maybe he just would not rest while there were others out there who would do the same things as the BBEG. It's a matter of working the game into your character as much as you work your character into the game. The game has to flow both ways. Still, in the case of this character, I think he is better suited as an NPC or a character in a novel than a PC. PCs have to be generic enough to be able to accept multiple plot hooks and reasons for adventure as I discovered in a similar situation: I was playing a 3rd Ed game. I was playing a human fighter who escaped 10 years of Mind Flayer slavery and not even having his own personality as he was a thralled bodyguard to one. He became an awfully cynical, self serving bastard. Still, he wanted to live his own life without interference from anyone else. He was willing to do nearly anything for money, however as his moral code was a little skewed. Either way, I was going to play him as not knowing anything about human interactions as the last time he'd had them was when he was 8 years old. So, he was not polite, no one liked him, but he was strong and the party needed muscle. Then, the DM had us in town when a siege of the town happened by an overwhelming force. We happened to be in the palace because we had managed to find an item of extreme value to the royal family and had returned it (despite my character protesting to keep it for ourselves). The entire royal family was killed without us being able to do anything about it, except the princess. We managed to escape with her and the entire campaign seemed to be dodging patrols of this conquering country (who now had made similar assaults on nearly every city in the country). So, at any rate, my character could care less who was ruling the country he happened to be staying in at the time. He didn't see why they were protecting the princess. He kept suggesting that they hand her over to the enemy. Unfortunately, the enemy kept trying to kill us, so we never got the chance. So, we finally reach a friendly fort with an army. I suggest leaving the princess there and then going off the seek fame and fortune. The DM and the party get annoyed at me for attempting to derail the adventure and everything the DM had planned. I eventually get so annoyed at them stifling my creativity that I just retire the character and play one that works for the government itself as a soldier and would do anything to protect the kingdom. It was at that point that I realized that character creation needs to work both ways. The player needs to accept input for what characters may not be appropriate and the DM needs to work to find reasons for the PCs he has to go on adventures. If anyone had ever told my character "We're willing to pay for mercinaries to help us fight the invaders." I would have done anything they wanted. [/QUOTE]
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