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<blockquote data-quote="S'mon" data-source="post: 5685963" data-attributes="member: 463"><p>I think this is fine - probably a very good idea - for what you say you want to achieve. I think mechanical build + Theme + maybe PC name & some very short background notes is a good starting point for a roleplay-oriented player; you need of course to allow them plenty of scope to determine the actual personality of the PC. </p><p></p><p>Two suggestions:</p><p></p><p>1. You may want to build the PC in consultation with the player, rather than have them choose from a stack. This should give both of you exactly what you want. A big advantage of pregens is that you can easily build the campaign around them; choosing from a bunch of pregens with most going unused loses that advantage.</p><p></p><p>2. You should let the player tweak the mechanics of the PC if they want; drop a Power, choose a different Feat sort of thing. This lets them discard bits they don't like/don't use, and lets them get comfy with the PC.</p><p></p><p>Edit: I know that I've been very happy with the result of handing out two pregen human barbarian Fighter PCs to new players in my <em>Southlands</em> game. Getting such PCs into the game helped greatly with the Swords & Sorcery theme and avoided the 'menagerie' effect that occurs when everyone makes their own PC in isolation and chooses another weird race/class combo. One player kept his Fighter as-is, the other redid his heavily, from an E-Slayer to a MP2 Brawler, which has worked brilliantly so far. Both players kept the very brief background notes I gave them, while adding ideas of their own. By contrast the other PCs which were created by the players themselves are much more 'menagerie' types, they have taken far more effort on my part to integrate, not so satisfactorily, and while most are good (inc Megaera Saryth & Bulwark, guys <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />), in a couple other cases they haven't really interested or inspired me.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5685963, member: 463"] I think this is fine - probably a very good idea - for what you say you want to achieve. I think mechanical build + Theme + maybe PC name & some very short background notes is a good starting point for a roleplay-oriented player; you need of course to allow them plenty of scope to determine the actual personality of the PC. Two suggestions: 1. You may want to build the PC in consultation with the player, rather than have them choose from a stack. This should give both of you exactly what you want. A big advantage of pregens is that you can easily build the campaign around them; choosing from a bunch of pregens with most going unused loses that advantage. 2. You should let the player tweak the mechanics of the PC if they want; drop a Power, choose a different Feat sort of thing. This lets them discard bits they don't like/don't use, and lets them get comfy with the PC. Edit: I know that I've been very happy with the result of handing out two pregen human barbarian Fighter PCs to new players in my [I]Southlands[/I] game. Getting such PCs into the game helped greatly with the Swords & Sorcery theme and avoided the 'menagerie' effect that occurs when everyone makes their own PC in isolation and chooses another weird race/class combo. One player kept his Fighter as-is, the other redid his heavily, from an E-Slayer to a MP2 Brawler, which has worked brilliantly so far. Both players kept the very brief background notes I gave them, while adding ideas of their own. By contrast the other PCs which were created by the players themselves are much more 'menagerie' types, they have taken far more effort on my part to integrate, not so satisfactorily, and while most are good (inc Megaera Saryth & Bulwark, guys :)), in a couple other cases they haven't really interested or inspired me. [/QUOTE]
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