12-06-2017, 09:14 AM | #111 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What will you not allow?
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In my last two cycles of campaigns in San Diego, I had a campaign about a team of low-end supers created by the Australian intelligence agency that deals with occult threats in the universe of the Laundry Files; a campaign about adventurers in an alternate history where the Ming Dynasty ruled most of the Earth; a campaign about 14-year-old magic students at an English university in 1300; a campaign about superheroes in a largely player-defined early 21st century; and a campaign about long distance traders in a Bronze Age world with seven humanlike races and mostly spirit-based magic. That kind of variety is typical of what I run. As for what I play in, I took part in three campaigns with one San Diego GM: one about cinematic pirates in the Caribbean; one about adventurers in Dragaera after the destruction of its capital city; and one about supers in an early 21st century world where superpowers were the result of a (mostly) sexually transmitted disease. I think it would be really unlikely that a character could be carried over from one of those worlds to another. And that kind of diversity of worlds is something I look for in gaming, both games I run and games I play in. Really, I don't want a standard fantasy or supers or outer space game; I want a game that explores a premise and works out its implications. So that's a big influence on my expectations, I guess.
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Bill Stoddard I don't think we're in Oz any more. |
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12-06-2017, 09:29 AM | #112 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: What will you not allow?
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D&D, with groups where very few characters are part of long-term parties, or tied to one world. Moving characters between different DM's worlds is entirely normal and expected. Games -- mostly GURPS -- where characters are a fairly fixed group, and tied to a world. I've played two THS campaigns, where it would not have been ridiculous for characters to cross over, but they were in different parts of the solar system, and had different GMs. In the same way, it would not have been utterly ridiculous for characters from a 1930s horror setting to show up in the WWII campaign, or WWII characters to show up in a campaign in the 1960s, but it's now clear they are all in separate worlds, under the same GM.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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12-06-2017, 09:33 AM | #113 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: What will you not allow?
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I have to adapt her to each setting and point cost, but the basics of who she is easy to fit into a lot of games.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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12-06-2017, 09:46 AM | #114 | |
Join Date: Jul 2008
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Re: What will you not allow?
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I mean, in some cases you really can plausibly carry over the exact same character and maybe change a few nouns in the backstory if needed. (DFRPG-equivalent games anyone?) But you can drag the 'same character' into wildly divergent contexts. I mean, the 'high-school AU' is a significant fan-fiction phenomenon where the author takes the characters from some piece of media and transposes them into Generic High-school Drama. I've witnessed the process of plotting out how to render the imperial family and some of the major plot developments from The Codex Alera (a fantasy world with a loosely Roman reference society and elemental magic) in a technothriller/near future SF setting. (I'm not sure how well that would have stood up fully developed but it was definitely thought out significantly.) I've got a character originally developed as an angel for the online game Nexus War that I've translated into (and played as) a D&D cleric and a Witchcraft psychic.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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12-06-2017, 10:33 AM | #115 |
Join Date: Sep 2004
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Re: What will you not allow?
I've had a few cross over characters. One was a DND cleric (Le Croix), that was first repurposed as more modern part of a supernatural investigation team (formally Catholic), then ended up as a Brujah Vampire (ex-Catholic vampire). He last appeared in a Supers game as an NPC that was head of a Catholic inquisition cell deciding if metahumans were evil to be punished...
As for a banned trait: Mute. It's just terribly annoying or not worth the full value. |
12-06-2017, 10:43 AM | #116 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What will you not allow?
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(1) Yes, well, I'm aware of that kind of fanfic, but it's a variety that I never think of looking at; I don't understand the appeal. (2) But let's take this seriously. You might, for example, run a high school AU RPG based on Dracula, where you have a Romanian exchange student come to study at a high school, and then weird stuff starts to happen. But that would not be the same as a single player in a high school campaign saying that they were going to run either the adult Dracula from Stoker's novel, or an adolescent character with all the same traits who was just dropped into that campaign out of the blue. If you wanted to have a high school AU, I think you would want players to go to considerable effort to explain how Vlad, or Mina, or Van Helsing worked as characters in that setting—to translate them, as it were. It wouldn't be just a matter of turning a Vampire: The Masquerade character into a GURPS or Big Eyes Small Mouth character. It would be rethinking the whole character story in terms that made sense for a high school setting. For example, you probably would not make Vlad an elderly man! And you would want the characters to fit into the particular high school you had made up, and to comment on the high school trope and take off from it creatively. Just dropping Bram Stoker's character into some random high school, without thinking about whether that high school was one where it made sense to have a vampire, or a serial killer, or an elderly Romanian man, be present, would be poles apart. It's not something where you get to decide unilaterally that you're going to do it because you just want to do it, and the devil with the impact on the GM's vision. I mean, I suppose you could be doing it for comedic effect, in a spirit of "well, we're not taking this seriously anyway; it's just goofing around." But I never, never run campaigns in that spirit, and I don't want players who approach them that way.
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Bill Stoddard I don't think we're in Oz any more. |
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12-06-2017, 11:08 AM | #117 | ||
Join Date: Jul 2008
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Re: What will you not allow?
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In tabletop character development, I'd say it gives a shortcut to having a character concept you care about playing. Quote:
But both ends of that scale are potentially described as playing the 'same character' in the high school game and the original...uh, whatever genre game we're proposing Dracula was played in. (I mean, original Stoker Dracula's not really cut out to be a PC anyway.)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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12-06-2017, 12:48 PM | #118 |
Join Date: Feb 2016
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Re: What will you not allow?
I would love to run a game with a female:male ratio of 4:2. It is usually the reverse or worse.
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12-06-2017, 12:49 PM | #119 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What will you not allow?
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Bill Stoddard I don't think we're in Oz any more. |
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12-06-2017, 12:57 PM | #120 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What will you not allow?
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The problem isn't usually a big one for me, because I describe the setting in a bit of detail, and ask to have characters who fit into that specific setting. If the premise is "the secret paranormal investigations branch of Australia's Defence Imagery and Geospatial Organisation has recruited people with extraordinary capabilities as a rapid response force, and your character is one of the recruits," that puts some constraints on character concepts.
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Bill Stoddard I don't think we're in Oz any more. |
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