12-02-2017, 06:41 PM | #11 | |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: What will you not allow?
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Ideally, you fight that with a beer-and-pretzels meeting before character creation even begins. The GM should describe what he has in mind, and the players should bounce some character ideas around. That usually helps get everybody thinking on the same track, before anyone has put in a lot of time and energy into the creation of a character, only to have the GM shoot it down.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
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12-02-2017, 06:54 PM | #12 |
Join Date: Nov 2005
Location: Renton, WA
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Re: What will you not allow?
I think depression and manic-depressive are somewhat debilitating to the average hero-type. I might be convinced otherwise with a good pitch.
Any over-wrought aura affliction that does damage in a large area munchkin crap is right out. |
12-02-2017, 08:01 PM | #13 | |
Join Date: Jun 2006
Location: On the road again...
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Re: What will you not allow?
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So that's another thing I won't allow. I won't allow any character that requires the GM to tell the player what he has to do.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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12-02-2017, 08:08 PM | #14 | |
Join Date: Aug 2015
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Re: What will you not allow?
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12-02-2017, 08:15 PM | #15 | ||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: What will you not allow?
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I had one player whose every character was a Sam Spade type, even in campaigns with zero mystery and the opposite of a noir sensibility. And I had another who would just kind of sit around being mumbly unless I (figuratively or literally) had ninjas attack his character. I found their characters just about impossible to integrate into my campaigns.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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12-02-2017, 08:19 PM | #16 |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: What will you not allow?
As a rule, I don’t allow players to play not-their-sex. For some reason, that just takes me out it.
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12-02-2017, 08:25 PM | #17 |
Join Date: Sep 2004
Location: Medford, MA
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Re: What will you not allow?
Like some others...I don't have a rule like "No evil characters ever." Instead, I have rules for one particular campaign. My main rule is: make a character that fits the campaign frame.
If we are doing a grim darkevil campaign? You can't make a Lawful-Good Paladin. If we are doing a team based campaign where everyone is a doctor in an ER in Chicago...you can't play a wandering murder-hobo. If it is a campaign where I'm going for a psychological realism feel...you can't play an 2D flat archetype sort. Conversely , if we are going for a 2D archetype pulp feel...where people are white hats and there isn't much internal angst...then you can't play an angsty gray hat. Basically, make a character that will work in the game and will work with the other players. |
12-02-2017, 09:04 PM | #18 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What will you not allow?
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What I normally do is hand around a list of possible campaign, and ask players to rate them. Then I put players in a campaign that had a lot of high ratings, and that they were not unwilling to play in (at worst, I sometimes have players in campaigns they're kind of neutral about). So the players have had the option of refusal in advance. If they rated a campaign above 0, they were agreeing to play in it, and thus they were agreeing to my specifications. But those specifications can be different from campaign to campaign. For example, in my last supers campaign, I specified that players could play any character that fit their conception of what being a superhero was about—but I wanted original concepts. One of the players privately sent me a link to a site that provided information on a character who was clearly the prototype for another player's character—I think a video game character or something like that; something I wasn't familiar with, anyway. And after reviewing it, I got in touch with the latter player privately and told him I needed him to come up with a different concept. As the saying goes, "What part of 'No' didn't you understand."
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Bill Stoddard I don't think we're in Oz any more. |
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12-02-2017, 09:13 PM | #19 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What will you not allow?
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I've never restricted this, and really it's never been a problem. Except with the one player I refer to, who went on to play in a lot of my campaigns, but who has been observed (a) to roleplay attraction to female characters played by female players he finds appealing and (b) not to roleplay attraction to similar characters played by male players. This has caused reactions ranging from amusement to irony to irritation, especially among my many women players. In the last analysis, though, since I have NPCs of both sexes, and as GM I have to play all the NPCs, my players are having to see my play female roles, so I don't see why players who want to play cross-gender shouldn't be allowed to.
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Bill Stoddard I don't think we're in Oz any more. |
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12-02-2017, 09:57 PM | #20 |
Join Date: Aug 2007
Location: Denver, CO
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Re: What will you not allow?
I work up a different set of guidelines and restrictions for each campaign, but there's one that always seems to find its way on there...
"the ability to work in a group" Maybe it's the players I was with in high school, but several times, they made loner, antisocial types. If you can't work in a group, you're stealing everyone's fun. Unless it's a solo game, then... whatever, man. |
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