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<blockquote data-quote="weem" data-source="post: 5144677" data-attributes="member: 9470"><p>I work with my players to define not only what race/class they want to play, but WHY - what are they envisioning that seems "cool" to them. I then work with them to set them up with unique abilities or aspects of their character that draw attention to these ideas, even if they fall a little outside the rules.</p><p></p><p>One example: The Elven Ranger in my current game. He has an innate ability to read the emotion of an area (when outdoors) to get a feel for what has happened there before. It's not a power really, it's not something he has written down... it's something I let him in on from time to time. I might describe an area as feeling dangerous, or that something very bad happened here recently... or that a being resided in this place for so long he can almost see their face, maybe make out their race, etc.</p><p></p><p>I do these for each character based on what they think would be cool/fun - these are unique and let them stand out from their companions in more ways than just what attacks they use, or which skill has a higher bonus than those of their companions. Plus, these abilities evolve and get better, which draws the players in... they want to see where it leads them - just what it will do when fully harnessed, etc.</p><p></p><p>That aside, and back to your specific points, I assign my players items, so there would be no reseting as you have mentioned -- at the same time, if someone is no longer into their character, I'm all for letting them switch, when i can squeeze it into the story... they may have to wait a game or two in other words. I would rather them play something they have fun with than not. I do this by making sure that while each characters story is compelling, it is not vital to the campaign... no one characters story is holding up the entire campaign in other words.</p></blockquote><p></p>
[QUOTE="weem, post: 5144677, member: 9470"] I work with my players to define not only what race/class they want to play, but WHY - what are they envisioning that seems "cool" to them. I then work with them to set them up with unique abilities or aspects of their character that draw attention to these ideas, even if they fall a little outside the rules. One example: The Elven Ranger in my current game. He has an innate ability to read the emotion of an area (when outdoors) to get a feel for what has happened there before. It's not a power really, it's not something he has written down... it's something I let him in on from time to time. I might describe an area as feeling dangerous, or that something very bad happened here recently... or that a being resided in this place for so long he can almost see their face, maybe make out their race, etc. I do these for each character based on what they think would be cool/fun - these are unique and let them stand out from their companions in more ways than just what attacks they use, or which skill has a higher bonus than those of their companions. Plus, these abilities evolve and get better, which draws the players in... they want to see where it leads them - just what it will do when fully harnessed, etc. That aside, and back to your specific points, I assign my players items, so there would be no reseting as you have mentioned -- at the same time, if someone is no longer into their character, I'm all for letting them switch, when i can squeeze it into the story... they may have to wait a game or two in other words. I would rather them play something they have fun with than not. I do this by making sure that while each characters story is compelling, it is not vital to the campaign... no one characters story is holding up the entire campaign in other words. [/QUOTE]
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