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Whatever happened to all the adventurous heroes?
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<blockquote data-quote="Quasqueton" data-source="post: 1789805" data-attributes="member: 3854"><p>Yeah. I have a good group of Players who are willing to talk after game sessions. Things like this get discussed and things "straightened out". I didn't bring up this subject to bash my Players, really. It was just an amazing coincidence that they *all* apparently created less-than-adventurerous/heroic characters.</p><p></p><p>I've seen such characters many times. Usually, any new game startup will have one or two characters who just make you wonder "why are you here?" Starting a new campaign is always the most difficult part of the game for a DM. And unless the Players all sit around and work out exactly what they each will play and why they are together, it will be necessary for the Players to "go along" with the opening plot hooks.</p><p></p><p>And regarding letting the crew deal with the potential trouble in the hold: Well, then the crew gets the xp and kudos for the effort. And when the ship gets to port and lets the PCs off, I'd end the campaign and say, "Well, your PCs disappear into the population and live happily boring lives, letting others deal with the adventures you hear about."</p><p></p><p>Then, "So, would you like to play the sailors on that ship? They seem to be interested in excitement."</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 1789805, member: 3854"] Yeah. I have a good group of Players who are willing to talk after game sessions. Things like this get discussed and things "straightened out". I didn't bring up this subject to bash my Players, really. It was just an amazing coincidence that they *all* apparently created less-than-adventurerous/heroic characters. I've seen such characters many times. Usually, any new game startup will have one or two characters who just make you wonder "why are you here?" Starting a new campaign is always the most difficult part of the game for a DM. And unless the Players all sit around and work out exactly what they each will play and why they are together, it will be necessary for the Players to "go along" with the opening plot hooks. And regarding letting the crew deal with the potential trouble in the hold: Well, then the crew gets the xp and kudos for the effort. And when the ship gets to port and lets the PCs off, I'd end the campaign and say, "Well, your PCs disappear into the population and live happily boring lives, letting others deal with the adventures you hear about." Then, "So, would you like to play the sailors on that ship? They seem to be interested in excitement." Quasqueton [/QUOTE]
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