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Tests of Character, Looking for Roleplaying ideas
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<blockquote data-quote="Jeremy Ackerman-Yost" data-source="post: 221264" data-attributes="member: 4720"><p>Sorry, I'm just a bit of a detail freak (and a busybody, sometimes). I'll try to be more generic here. btw- I have to agree with Darraketh. It sounds like a very interesting campaign.</p><p></p><p>I like tests of trust. For a character that's unsure of himself or of the world around him, you can easily challenge what they know. I'm sure you've come across it in books or movies, but a character can be given evidence (either false or real, depending on your needs) that the world is a very different place than he thinks (like happened to the Aiel in Wheel of Time), or that his friends intend to betray him, or that the king he has sworn to is actually evil, etc... It's a test of either trust or conviction, depending on your needs.</p><p></p><p>To go in another direction entirely, have you considered a variation on the "choose the correct grail" bit from Indiana Jones? You would just have to make sure there were enough clues to lead in the right direction without being TOO obvious. If you don't want to nail it down too much, there could be multiple "right" choices, but a couple that are DEFINITELY wrong. (Defensive items are right choices, and weapons are wrong. OR weapons that slay mercifully are correct, weapons that inflict pain are out.) Of course, rather than dying when the character chooses incorrectly, he could just be cursed until he performs a quest. Saw something like that used once to make someone in the group who was a bit of a loner rely on the others more in order to get his powers back. It worked pretty well, and the DM was smug as hell about it.</p><p></p><p>Alternatively, you could test the whole group by revealing something unpleasant and previously unknown about one of them to the group. Of course, playing with someone's history can induce mutiny, but it can be worth the risk if it works.</p></blockquote><p></p>
[QUOTE="Jeremy Ackerman-Yost, post: 221264, member: 4720"] Sorry, I'm just a bit of a detail freak (and a busybody, sometimes). I'll try to be more generic here. btw- I have to agree with Darraketh. It sounds like a very interesting campaign. I like tests of trust. For a character that's unsure of himself or of the world around him, you can easily challenge what they know. I'm sure you've come across it in books or movies, but a character can be given evidence (either false or real, depending on your needs) that the world is a very different place than he thinks (like happened to the Aiel in Wheel of Time), or that his friends intend to betray him, or that the king he has sworn to is actually evil, etc... It's a test of either trust or conviction, depending on your needs. To go in another direction entirely, have you considered a variation on the "choose the correct grail" bit from Indiana Jones? You would just have to make sure there were enough clues to lead in the right direction without being TOO obvious. If you don't want to nail it down too much, there could be multiple "right" choices, but a couple that are DEFINITELY wrong. (Defensive items are right choices, and weapons are wrong. OR weapons that slay mercifully are correct, weapons that inflict pain are out.) Of course, rather than dying when the character chooses incorrectly, he could just be cursed until he performs a quest. Saw something like that used once to make someone in the group who was a bit of a loner rely on the others more in order to get his powers back. It worked pretty well, and the DM was smug as hell about it. Alternatively, you could test the whole group by revealing something unpleasant and previously unknown about one of them to the group. Of course, playing with someone's history can induce mutiny, but it can be worth the risk if it works. [/QUOTE]
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