Blair Goatsblood
First Post
Sometimes riding the DM's train is a lot of work, and the result in my case is characters that want "simple" yet adventurous lives.
My 3.5 rogue:
"We have to save the kingdom from the undead demon orc warlord? Undead plagues, buried demon gods, indestrutable evil artifacts? Yeesh, I'm having enough trouble keeping the ship we looted from the pirates staffed with all the monsters attacks depleting our crew. I'm only 18 years old dammit! Isn't there a tropical paradise somewhere that we can sail to and loot tombs and hunt dinosaurs at?"
My 4E Warlock
"So now that we've earned our freedom from that gladiatoral pits we're indebted to the very evil Temple of Set, performing "hits" for their Dark Lord as well as having various gangs that are angry at us in a pirate hive of scum and villany?
We're sneaking onto the first boat thats heading towards the goody-goody Lawful Good kingsdom at the northern end of the campiagn map post haste. After all this intrigue I'm looking forward to slaughtering tribes of frost gnobbits and penguinfolk that harass settlers in their borderlands, it'll be a freaking vacation. I think there's a monster infested forest where we could harvest magic maple syryp!"
Intrigue and Save The Worlds plots are too much darn stress for my lazy, greedy thieves, my simple belligerent fighting-men, or my debauched astrology student magic-users. They're more into some random violence, quick loot, booze and a safe bed.
They jump of the train at the next station, buy some liquor, chat up a buxom wench, and try to get the word on how an adventuring type can make some fast money, no strings attached, in these parts, preferablly dungeon-related. When we find some important epic artifact in the games of the gods, we drop it off that the nearest capable good temple/monastary and wash our hands of the business, looking for the next ruin to pillage or monster to ice.
Save the Village? Sure! Find the runaway apple farmer's daughter? Of course! Save the world from an empire spanning conspiracy involving a secret war between Faerie, the Cthulhu Mythos, Time-Travelling Nazis and the Modrons? Umm, we're probably too greedy, unwise and prone to dying for something that heavy. I'd really be more confident if you found a bunch of Paladins and Monks to handle that.
My 3.5 rogue:
"We have to save the kingdom from the undead demon orc warlord? Undead plagues, buried demon gods, indestrutable evil artifacts? Yeesh, I'm having enough trouble keeping the ship we looted from the pirates staffed with all the monsters attacks depleting our crew. I'm only 18 years old dammit! Isn't there a tropical paradise somewhere that we can sail to and loot tombs and hunt dinosaurs at?"
My 4E Warlock
"So now that we've earned our freedom from that gladiatoral pits we're indebted to the very evil Temple of Set, performing "hits" for their Dark Lord as well as having various gangs that are angry at us in a pirate hive of scum and villany?
We're sneaking onto the first boat thats heading towards the goody-goody Lawful Good kingsdom at the northern end of the campiagn map post haste. After all this intrigue I'm looking forward to slaughtering tribes of frost gnobbits and penguinfolk that harass settlers in their borderlands, it'll be a freaking vacation. I think there's a monster infested forest where we could harvest magic maple syryp!"
Intrigue and Save The Worlds plots are too much darn stress for my lazy, greedy thieves, my simple belligerent fighting-men, or my debauched astrology student magic-users. They're more into some random violence, quick loot, booze and a safe bed.
They jump of the train at the next station, buy some liquor, chat up a buxom wench, and try to get the word on how an adventuring type can make some fast money, no strings attached, in these parts, preferablly dungeon-related. When we find some important epic artifact in the games of the gods, we drop it off that the nearest capable good temple/monastary and wash our hands of the business, looking for the next ruin to pillage or monster to ice.
Save the Village? Sure! Find the runaway apple farmer's daughter? Of course! Save the world from an empire spanning conspiracy involving a secret war between Faerie, the Cthulhu Mythos, Time-Travelling Nazis and the Modrons? Umm, we're probably too greedy, unwise and prone to dying for something that heavy. I'd really be more confident if you found a bunch of Paladins and Monks to handle that.