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Old 04-26-2019, 03:36 PM   #11
arnej
 
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Join Date: Aug 2004
Location: Ft Collins, CO
Default Re: [Basic] Disadvantage of the Week: Loner

Having a lot of fun with my Loner Stargate character. Kinda riffing off the "loneliness of command" bit. A party half military, half civilian, some with some competence issues. He yells, gets ignored, then leaves to "scout ahead."

One great moment was when he scouted ahead, and was way more sneaky than he was observant. Did not detect the enemy patrol heading our way, but they also missed him. He totally sat out the subsequent fight, as he was several miles up the road from where the enemy patrol encountered the rest of the group.
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Old 04-26-2019, 07:03 PM   #12
evileeyore
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Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: [Basic] Disadvantage of the Week: Loner

I used to put Loner on the errant Character sheet, you know when I wanted play the tough-guy loner.

Eventually I realized I didn't want to deal with the problems of Loner, just roleplay the guy who wants to occasionally wander off alone for some 'me' time. So I started putting down Loner as a Quirk. It's worked better since then.
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Old 04-26-2019, 08:22 PM   #13
khorboth
 
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Join Date: Aug 2007
Location: Denver, CO
Default Re: [Basic] Disadvantage of the Week: Loner

Quote:
Originally Posted by WingedKagouti View Post
I don't envy your GM at all, a "group" of mostly Loner PCs (and players wanting that kind of gameplay) would take a lot of effort to coordinate. Might as well run a bunch of mini 1-man campaigns instead, as everyone is already likely to be off on their own most of the time.
We change up GMs on a fairly regular basis. It's not so much that everybody wants alone time as that we like to build characters where Loner tends to fit. Fortunately, it has always settled out in the pre-game and not caused real problems during game. My group are all good enough role-players that we can re-imagine characters as someone who is less of a loner or create a new character as necessary.
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