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Trouble thinking of a character concept
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7004520" data-attributes="member: 6871653"><p>I focus first on my pc's relation with the world/other NPC. I alway say to my player to avoid the trap of ''everyone I knew before the adventure is dead''. Its a common trope, but it removes your character from many hooks the Dm might have thrown at you. I like my characters to have a family back at home. it gives my character 1) a reason to come back home alive 2) the need to have a good reason for adventuring 3) a reason to save the land from danger 4) something the DM can use to motivate my PC if need be. I feel it protects against all-out murder-hobo-ism.</p><p></p><p>One of my player always plays the classic orphan with no ties to anyone. After 2-3 game he starts getting bored because he has no relation to anyone while the rest of the characters works to send some money back home, defend their homeland, prove to their parents they are not failures etc</p><p></p><p>One of my last PC was a dwarven scout left for dead in the tunnels and had to escape to the surface. During his dowtime, he kept writing letters to his sons to tell them he did not fail the homeland, that he fought bravely etc. He kept the letters on him while looking for a way to send them home, but died in a dungeon before he could. He asked his fellow companions to take his letters home, giving them the three rings that identified his Family, Clan and Class to allow passage into the Dwarf-Hold. This allows me to play, as new PC, one of the sons of my first character trying to redeem his father's name or hunting the false friend that let him die.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7004520, member: 6871653"] I focus first on my pc's relation with the world/other NPC. I alway say to my player to avoid the trap of ''everyone I knew before the adventure is dead''. Its a common trope, but it removes your character from many hooks the Dm might have thrown at you. I like my characters to have a family back at home. it gives my character 1) a reason to come back home alive 2) the need to have a good reason for adventuring 3) a reason to save the land from danger 4) something the DM can use to motivate my PC if need be. I feel it protects against all-out murder-hobo-ism. One of my player always plays the classic orphan with no ties to anyone. After 2-3 game he starts getting bored because he has no relation to anyone while the rest of the characters works to send some money back home, defend their homeland, prove to their parents they are not failures etc One of my last PC was a dwarven scout left for dead in the tunnels and had to escape to the surface. During his dowtime, he kept writing letters to his sons to tell them he did not fail the homeland, that he fought bravely etc. He kept the letters on him while looking for a way to send them home, but died in a dungeon before he could. He asked his fellow companions to take his letters home, giving them the three rings that identified his Family, Clan and Class to allow passage into the Dwarf-Hold. This allows me to play, as new PC, one of the sons of my first character trying to redeem his father's name or hunting the false friend that let him die. [/QUOTE]
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