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General Tabletop Discussion
*Pathfinder & Starfinder
The core mechanic -- am I doing it wrong?
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<blockquote data-quote="Ratskinner" data-source="post: 5810293" data-attributes="member: 6688937"><p>One important point is not to develop these ideas in a vacuum, and do it way before play starts. As much as possible, do it in consultation with your DM <u>and</u> the other players. I love those ideas as a GM, and you're welcome to bring 'em to my table, anytime. As a player, I love 'em too! I often enjoy playing "second fiddle" characters. You might be surprised what the other players would enjoy. You might get other players involved in your story, but also, be willing to get involved in their story. If you're character has conflicting goals and responsibilities it makes for much better story. However, coming to the table with nine-sheets of backstory that don't involve anyone else is asking for heartbreak. (I've seen it happen. I'm a flexible DM, but it can be asking a lot to rewrite a big chunk of game-world history, and there is always the issue of rest of the party.) </p><p></p><p>Some groups prefer to have story develop as play progresses. That's good too, start as more of a blank slate and let the history and story unfold together. In such a case, don't be afraid to tell the DM what you might like to see. Often, the DM can give you direction and detail that already matches the game-world! Don't be afraid to leave things partially created. A good GM in this kind of game might hear you mention "the Battle of Nod Commons" during roleplay, and then a few sessions later you run into an old comrade or an old enemy from that very same battle.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 5810293, member: 6688937"] One important point is not to develop these ideas in a vacuum, and do it way before play starts. As much as possible, do it in consultation with your DM [U]and[/U] the other players. I love those ideas as a GM, and you're welcome to bring 'em to my table, anytime. As a player, I love 'em too! I often enjoy playing "second fiddle" characters. You might be surprised what the other players would enjoy. You might get other players involved in your story, but also, be willing to get involved in their story. If you're character has conflicting goals and responsibilities it makes for much better story. However, coming to the table with nine-sheets of backstory that don't involve anyone else is asking for heartbreak. (I've seen it happen. I'm a flexible DM, but it can be asking a lot to rewrite a big chunk of game-world history, and there is always the issue of rest of the party.) Some groups prefer to have story develop as play progresses. That's good too, start as more of a blank slate and let the history and story unfold together. In such a case, don't be afraid to tell the DM what you might like to see. Often, the DM can give you direction and detail that already matches the game-world! Don't be afraid to leave things partially created. A good GM in this kind of game might hear you mention "the Battle of Nod Commons" during roleplay, and then a few sessions later you run into an old comrade or an old enemy from that very same battle. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The core mechanic -- am I doing it wrong?
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