Thomas Shey
Legend
What is the purpose of the sheet then???
To give some numbers to base those die rolls present to represent the variables. Often those people want pretty minimalist mechanical representation.
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What is the purpose of the sheet then???
That's not the issue at hand. One can have legitimate concerns about going on an adventure as presented. I've been in that situation. And I don't like the idea that your choices come down to grin and bear it or there is no game. It's not about being a hero, it's about being forced to pick up the idiot ball and setting your reservations aside. Good should not mean being dumb.
It just means I need the players to give me actual motivations for their characters that I can use toI think this is why its important that these games should be run as sandboxes.
But, even then, you can't really play these games and be the one person who doesn't want to participate no matter the reason. Particularly if that reason is soley based in not liking the premise of whatever the adventure is, which might be on whoever wrote the module, but could also be on your GM, their writing skills, or even just their skill as a GM to set the scene. If we're talking the latter, I don't think venting frustration with their skills by scapegoating the game is particularly healthy.
At the same time, though, its not like this problem goes away with other kinds of games. There's always a general premise no matter how open the game is, all the way up to true sandboxes.
It just means I need the players to give me actual motivations for their characters that I can use torailroad manipulate conwork with them to give them viable motivation to adventure!
Half-orcs rule as martials in BG 1 and 2! No need to roll those pesky percentile dice for Strength! A single point takes you from +1/+2 to +2/+7.I played a Half-Orc Sling Fighter in the Extended Edition of BG1 with 19 Strength, and that was hilarious.
Yeah, I largely see it as being one of a few big things the system played actually matters for, either you're playing a game where decisions have asymmetrical consequences and therefore those consequences have to be weighed, and a decision can be better or worse, or you're playing a game where consequences are symmetrical and therefore decisions are aesthetic. Usually I see this thread question as being pertinent to the former, not the latter because there's an organic criterion for what could make a character bad (inability to contribute to solving problems.)While perhaps extremes of optimization shouldn't be expected, there's a rather large number of situations where the proper response of many character groups to some characters should perfectly legitimately be "We're not going to go into a situation where you not only won't hold up your end, you may well actively make the rest of our jobs harder." The only reason that doesn't happen is this assumption that because someone came in with a PC, you're required to work with them.
I don't understand what you mean by "these days". What about making characters alone now seems more limiting than doing it before?I guess I get the desire not to spend actual session time on character gen (as opposed to some ground rules, veils and lines, etc.) but even doing that part "off the clock" I always try to trade emails to collaborate a bit with the rest of the table. Building a character wholly in a vacuum feels really limiting these days, even it was very much the norm when the hobby and I were both young.
It was extremely common to make you character (often characters, plural) alone at home long before a game in the earlier days of roleplaying because communications were a lot harder prior to the internet, cell phones, and free long distance calls, especially for kids. One of my first GMs was in a different area code, for ex, and calling them between games really wasn't an option with the parents I had.I don't understand what you mean by "these days". What about making characters alone now seems more limiting than doing it before?