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#51 | ||
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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I wouldn't go so far as to say which style "most players" prefer, but neither would I try to convince someone which one was better based just on what I preferred. |
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#52 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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There are some games and groups where its nice to be able to swap characters in and out seamlessly without changing the story. Sometimes players aren't the most reliable, but they're still good friends and good players when they can make it, and you really don't want to stop playing because the guy this session's side quest is built around had something come up ... three times in a row.
Its not my cup of tea: I play to tell stories and I want my characters to be deeply connected to the world, but I absolutely understand why a group would play with a collection of interchangeable mercenaries.
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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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#53 |
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Join Date: Jun 2006
Location: Sweden, Stockholm
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Well, that would fall under the wargaming-style playing, or "mindless dungeon delving" as I quite unfairly called it. Unless the campaign is very narrative heavy I tend to be fine with characters walking off at strange time because their player was missing. Or if not I'll just NPC the character and try to have them not die in the player's absence.
I'm not expect (or really even want) players to write 5 page essays about their characters. I don't even need a single page. I just want something that explains who the character is and how they got here. 'Kat is a rather overconfident and highly thrill-seeking thief who grew up on the street. Opportunistic more than kleptomaniac. Not so much loyal as wanting to avoid enraging people she might travel with or meet again. Kat became an adventurer mostly for the thrill and her not-so secret dreams of great riches.' - would be fine as a one paragraph backstory. Frankly it is also easier to feedback on and make requests for changes to get the party to fit together better than the player who writes a long epic about their warrior queen mother, and their older sister who was a paladin and got eaten by a dragon, and the younger brother who was a bard and married the dragon, etc. etc. Those long stories also have the unfortunate tendency to not really go into much about the characters actual personality, although if well written they can be a great source for plot-hooks.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" Last edited by RedMattis; 01-26-2021 at 10:02 AM. |
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#54 | |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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So I don't really think adaman14 is talking about anything particularly different from what you do. |
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#55 | |||
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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How many people really bother with a backstory for their, say, Diablo 3 character? Now ask how popular such computer games are, and how many people they bring to tabletop gaming; the answers are "very" and "lots." And whether or not we on the tabletop side like it (I don't, especially, so be very aware that I'm not taking sides, just reporting facts), these games are called "computer roleplaying games" . . . the little person running around killing monsters is the role in its entirety. Quote:
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When that happens, it's never, ever the case that the players say, "Well, let's look at their backstory and see what they would do." It's without exception the case that they say, "Well, let's look at how so-and-so has been playing them lately and continue down that path." It's about ensuring that the PC continues the same path toward some targeted future, not about ensuring that the PC follows some trajectory established prior to the start of the campaign. I think the issue I have is that "I have tons of plans in the present, and serious goals for my PC's future" isn't perforce mindless merely because those plans and goals don't stem from some point in time prior to the campaign start. My experience is that most players develop those plans and goals in play, as they see what the other players are doing, what the GM is throwing in the group's path, and even as they watch movies and read comics exterior to the campaign and decide, "Huh, cool . . . I'm going to try that!" Such gaming can be extremely cerebral and well-planned; it just establishes a different starting point for the "interesting" part of the characters' arcs. The players are mindful of what's going on and doing a lot of very thoughtful analysis about where that's leading.
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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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#56 | |
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Join Date: Nov 2009
Location: GMT-5
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I will add that for certain rare, pivotal PC choices, players might take a step back to recall their backstory. And if the player is absent, their fellow players might do the same. |
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#57 | |
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Join Date: Jun 2006
Location: Sweden, Stockholm
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Not every character is a thrill-seeker, it is a trope, in your party it you might find your Warrior or Paladin is in it for justice, the cleric for faith, the barbarian is out to prove something, etc. Lots of characters are hot-headed and don't mind stepping on toes. Most characters don't have gold as their ultimate objective. If anything I'd argue many PCs are very unconcerned about angering NPCs or even other PCs. Overconfident is far from universal either, lots of players are overly cautious if anything, and overconfident dungeon delvers or whatever tend to be fairly short-lived. Whatever your opinion on the short snipped I spent 5 minutes writing, it is a heck lot more than "I'm a rogue, I do rogue stuff". Not every character needs to be breaking sterotypes, but they need to have a clear personality and identity. What I wrote was a fairly typical version of a rogue, but far from the only. ------------------ But hey, to make my point, here are a few more. 'Luke is a cutthroat-seeming thief from the pirate-infested docks district. He cold and calculating, ruthless and murderously sadistic, but ultimately he steals and kills with the ultimate goal of getting rid of the kinds of "rotten" people that made his own life so miserable.' 'Kim is a thief who forced to leave the thief's guild of her hometown. She is fiercely loyal to those she considers her "clan", but dismissive and unemphatic of those outside of it. She will jump at any chance to make elaborate heist plans. Eager and excitable she often seeks to prove her skills in any situation she feels capable.' 'Anastasia is an elegantly-dressed thief and scam-artist who used to be seen nicking valuables from right under the nose of the upper class. Dashing and charismatic her victims rarely realize they were robbed, and even when found out she is skilled at making an escape using rapier wit and rapier blade or any kind of distraction. While she keeps most of the wealth to herself she likes throwing some valuables to the children or any handsome rugged man who strikes her fancy.' ------------------ Are those three generic as well? I'm pretty sure they are all walking thief tropes. I'm also pretty sure you wouldn't play any of them particularly alike. There is nothing wrong with stereotypes, but if you're playing a stereotype with a stereotype backstory, well, you need to know which one of the stereotypes you're going for. I'm not expecting anyone to write some masterpiece, I just want to know what type of character you are playing, because a list of advantages, disadvantages, and skills is not a character, that's just a character sheet. Besides, in my experience the player who didn't sum up their character's traits as even short backstory won't even remember that they picked "Bad Temper" + "Selfish" + "Loner" and should probably react when some NPC gets all up in their space and compare them to a sewer rat.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" Last edited by RedMattis; 01-26-2021 at 12:29 PM. Reason: A word got caught in the filter. Fixed some grammatical issues. Edited the edit to update the edit. |
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#58 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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But on the other hand, creating backstory can be a tool for figuring out who the character is now. Indeed, I'd say that it's often useful for doing so, that indeed that's its primary function, and perhaps even that any backstory that doesn't do this may not be worth spending time on, beyond perhaps the barest minimum. To put it in GURPS terms, it's a set of zero point features, like the wealth and Status and Enemies of a portal fantasy character before they stumbled through the portal. But if backstory does affect the character's present motives and capabilities, it's not a mere feature.
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Bill Stoddard I don't think we're in Oz any more. |
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#59 |
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Join Date: Feb 2016
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I tend to mine character backgrounds for adventure hooks, NPCs, etc. For example, a younger sibling showing up is a greater way of integrating backgrounds to campaigns.
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#60 | ||
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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PERSONALITY Luke: cold, calculating, ruthless, cutthroat-seeming. Kim: Doesn't care about people outside her "clan," eager, excitable. Anastasia: Dashing, charismatic, rapier wit. APPEARANCE Luke: ? Kim: ? Anastasia: Elegantly-dressed. GOAL Luke: Steal and kill to get rid of "rotten" people. Kim: Make elaborate heist plans, prove her skills. Anastasia: Keep wealth, but give some to children or handsome men. CHARACTER POINTS Luke: Sadism. Kim: Sense of Duty (her "clan"). Anastasia: Rapier skill. BACKSTORY Luke: thief from pirate-infested docks district, life has been miserable. Kim: thief forced to leave the thief's guild of her hometown. Anastasia: thief and scam-artist, used to steal from the upper class. Are these interesting characters? Sure. Are their backgrounds unique? "Miserable thief from the docks," "thief forced from guild," "thief and scam-artist of the upper class." They're not very different. Mostly, the difference is their Social Class. Quote:
I think you're taking this far beyond adaman14's intention. |
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| skills, success rolls |
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