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<blockquote data-quote="Helldritch" data-source="post: 8435614" data-attributes="member: 6855114"><p>1) How did you escape? How did you survived? You know that jail in these times (medieval) was not the same as jail in ours. Very rarely would a prisonner survive. They would not care to give sustenance to the person unless that, from that person they could muster some ransom for. If not, you were not beaten up, but simply hanged, publicly in a matter of a day or two. The concept of jail as we know it, is relatively recent. A corrupted sheriff has more power in those times that it has in ours.</p><p></p><p>2) <strong>The reformed cultist</strong> is a<strong> Kobold Press background</strong>. A passing note for suggestion does not make something a rule. It makes it a suggestion. And that suggestion is quite clear and has no bearing on the Acolyte background. So your reformed cultist is not a background per say and thus has absolutely no bearing on the Acolyte background. Do you now see why I was asking?</p><p></p><p>3) As for the warlock contract. Not all ends bad. Just pick a patron that do not want your soul and consequently life, but something else. There is a cost for power and if you do not want to pay that cost, tough luck on you. Take something else as a class. The warlock of the old one or of the fey work quite well without soul taking. You know that fiends make soul contract to get your soul don't you?</p><p></p><p>4) This is very fortunate that you do not play with such a "controling" DM like me that lacks so much imagination. So many kind words from you good sir. What you see as limiting, I see as guiding players. Ho and do not forget that I have players that seems quite happy with that.</p><p></p><p>5) for the rest</p><p>There are a few ways to build characters. What most people fail to understand is that outlandish unbelievable background is fine in some circle but not in others. I have had hundreds of background stories over the years, some more ludicrous from one to another only to see that character die in the first session. I once had someone that escaped jail from a corrupted guard captain. Ho the fight and all the things that first level character did. You can not even begin to fathom. So I said ok, let's enact that scenario, and since the gods were with you, I give you 3 15+ on your rolls. Guess what? Even with this, the character never escaped and simply died in the morning.</p><p></p><p>I do not expect you to understand fully how character creation works in my games but here I go.</p><p></p><p>Background, not the basic ones we have in the PHB, will arise from the story we build together. Not from what you imagine your first level character did previously. I do not know how long you have been playing or which style of D&D you play. What I can tell you is that players do not spend a lot of time on character backstory in my games. Why? Because the death rate is about 5 to 6 characters per campaign, usually in the first 6 or 8 levels, including first. With such a death ratio, no one wants to spend more than the necessary amount of time to create a character. TPK is quite common but players voted on very harsh and hard resting rules. The one time I tried to voted for the normal rest rules in the PHB, I was unanimously voted out!</p><p></p><p>With that said, character creation is relatively fast. We discuss the where and why's. The type of campaign they wish (litterally got hundreds of adventures I can choose from. Adapting old stuff is relatively easy in 5ed, almost from the get go) and then we proceed to character picking/creation/party composition. Players discuss who should do what and then they make a quick character and the train is ready to go. I almost need no prep as I use the time they take planning their party to take what seems to be the closest to what they wish, or will simply take a low level one shot and use it as a staging ground for a bigger campaign. If this is something fully new that do not relate to something I already have, I will fall into composition/creation mode and be about two or three games ahead of the player at most. Improvisation will be a strong thing in some campaigns and relatively low on others. It all depends on the players.</p><p></p><p>As for the Dragonborn Kingdom in Greyhawk.</p><p>Yes I did voted "no" on the perticuliar Dragonborn Kingdom in Greyhawk as it was presented here. The dragonborn in my Greyhawk are not a numerous lot. They are refugees from another dimension (prime) and they numbered a few thousand. They survived only because a small dwarven enclave in the Abbor Alz did not slay them at first sight. Dragonborn paladins of Bahamut (a new god in Greyhawk) saved miners from a band gnolls. It is not a sprawling kingdom with hundred of thousands of Dragonborn. They were/are still refugee from another dimension and they need the help of Nyrond, Urnst and even Greyhawk to simply survive day to day. There is a big difference between a full fledge kingdom as it was presented and the rag tag people that are in my Greyhawk. They are new commers to Greyhawk. And guess what? It came from a player that knew that Dragonborn were not allowed but wanted to play one. The story he wrote took a bit more than a paragraph but he sold me on it. I am such a harsh restrictive DM...</p><p></p><p>As for my 40 years of playing.</p><p>Been there, done that. At some point, cynicism with grand theories in gaming sets in. Been there done that is more than a simple statement. I do not stiffle players creativity, I simply give some guiding limits. If I were the bad DM that you envision me, I would not have kept any players at all.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8435614, member: 6855114"] 1) How did you escape? How did you survived? You know that jail in these times (medieval) was not the same as jail in ours. Very rarely would a prisonner survive. They would not care to give sustenance to the person unless that, from that person they could muster some ransom for. If not, you were not beaten up, but simply hanged, publicly in a matter of a day or two. The concept of jail as we know it, is relatively recent. A corrupted sheriff has more power in those times that it has in ours. 2) [B]The reformed cultist[/B] is a[B] Kobold Press background[/B]. A passing note for suggestion does not make something a rule. It makes it a suggestion. And that suggestion is quite clear and has no bearing on the Acolyte background. So your reformed cultist is not a background per say and thus has absolutely no bearing on the Acolyte background. Do you now see why I was asking? 3) As for the warlock contract. Not all ends bad. Just pick a patron that do not want your soul and consequently life, but something else. There is a cost for power and if you do not want to pay that cost, tough luck on you. Take something else as a class. The warlock of the old one or of the fey work quite well without soul taking. You know that fiends make soul contract to get your soul don't you? 4) This is very fortunate that you do not play with such a "controling" DM like me that lacks so much imagination. So many kind words from you good sir. What you see as limiting, I see as guiding players. Ho and do not forget that I have players that seems quite happy with that. 5) for the rest There are a few ways to build characters. What most people fail to understand is that outlandish unbelievable background is fine in some circle but not in others. I have had hundreds of background stories over the years, some more ludicrous from one to another only to see that character die in the first session. I once had someone that escaped jail from a corrupted guard captain. Ho the fight and all the things that first level character did. You can not even begin to fathom. So I said ok, let's enact that scenario, and since the gods were with you, I give you 3 15+ on your rolls. Guess what? Even with this, the character never escaped and simply died in the morning. I do not expect you to understand fully how character creation works in my games but here I go. Background, not the basic ones we have in the PHB, will arise from the story we build together. Not from what you imagine your first level character did previously. I do not know how long you have been playing or which style of D&D you play. What I can tell you is that players do not spend a lot of time on character backstory in my games. Why? Because the death rate is about 5 to 6 characters per campaign, usually in the first 6 or 8 levels, including first. With such a death ratio, no one wants to spend more than the necessary amount of time to create a character. TPK is quite common but players voted on very harsh and hard resting rules. The one time I tried to voted for the normal rest rules in the PHB, I was unanimously voted out! With that said, character creation is relatively fast. We discuss the where and why's. The type of campaign they wish (litterally got hundreds of adventures I can choose from. Adapting old stuff is relatively easy in 5ed, almost from the get go) and then we proceed to character picking/creation/party composition. Players discuss who should do what and then they make a quick character and the train is ready to go. I almost need no prep as I use the time they take planning their party to take what seems to be the closest to what they wish, or will simply take a low level one shot and use it as a staging ground for a bigger campaign. If this is something fully new that do not relate to something I already have, I will fall into composition/creation mode and be about two or three games ahead of the player at most. Improvisation will be a strong thing in some campaigns and relatively low on others. It all depends on the players. As for the Dragonborn Kingdom in Greyhawk. Yes I did voted "no" on the perticuliar Dragonborn Kingdom in Greyhawk as it was presented here. The dragonborn in my Greyhawk are not a numerous lot. They are refugees from another dimension (prime) and they numbered a few thousand. They survived only because a small dwarven enclave in the Abbor Alz did not slay them at first sight. Dragonborn paladins of Bahamut (a new god in Greyhawk) saved miners from a band gnolls. It is not a sprawling kingdom with hundred of thousands of Dragonborn. They were/are still refugee from another dimension and they need the help of Nyrond, Urnst and even Greyhawk to simply survive day to day. There is a big difference between a full fledge kingdom as it was presented and the rag tag people that are in my Greyhawk. They are new commers to Greyhawk. And guess what? It came from a player that knew that Dragonborn were not allowed but wanted to play one. The story he wrote took a bit more than a paragraph but he sold me on it. I am such a harsh restrictive DM... As for my 40 years of playing. Been there, done that. At some point, cynicism with grand theories in gaming sets in. Been there done that is more than a simple statement. I do not stiffle players creativity, I simply give some guiding limits. If I were the bad DM that you envision me, I would not have kept any players at all. [/QUOTE]
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