Hot answers tagged

70

Powerful drama requires powerful motivations. When everyone at the table agrees that they want a Horror game, they must craft their characters around these motivations. If they don't buy in, then you get the kind of power-fantasy where the heroes do the quite sensible thing of feeding Cthulhu a couple cases of dynamite and legging it. That isn't horror, ...


61

You don't need to go to the effort of plotting to kill her off. What you do need to do is speak to your GM and your group and tell them what's on your mind: your character doesn't have much to do, and you'd like to roll up a new one. At that point, you may still need to come up with a plan of how your character can exit stage left, but you'll have their ...


51

Your players are telling you that they might not want to adventure. First and foremost, ask your players if this is the case before acting on advice from random strangers on the internet. It appears to me that they are not interested in playing in an adventure, and that is perfectly fine. There are many other options for the kinds of games to run. The ...


35

Two players could play one character, but probably it would be too boring. They could agree all the character's action, and they could take turns when role playing him. But that would be less interesting and exciting than having one character. Also, it can lead to discussions when the two players are agreeing what to do, so the game can be even slower than ...


29

Talk to the player about why they are playing this character this way Does the player have a larger purpose? What's the point? Is there a story they are trying to tell. Try to understand what's going on in her head about why she's approaching this character in this way. She knows a lot about Victorian Europe, perhaps this is a typical archtype for this ...


28

Experienced players talk about their expectations There is no “Goldilocks” here that works for everyone in every game. Each player, each group, each system, each setting, and each campaign are going to have different expectations. Those expectations may very well be totally different in the next campaign. So the right thing to do is to talk to ...


27

It's probably useful to distinguish between playing more than one character sequentially and more than one character at once. I'm assuming from your question that you mean at once. I'd say it's acceptable any time your group is comfortable with it. Some games explicitly call for this: Apocalypse World gives players the ability to play multiple PCs as part ...


26

It is usually considered outside the DM's job scope to directly increase the hit points (or combat effectiveness in general) of one particular character. Players have a certain amount of freedom in how they build their character, which occasionally means they shoot themselves in the foot. But the DM can do some things like: Offer a way to remove the ...


26

I think you're metagaming. You, the GM and player, know that continuing to pursue the truth will lead to madness. Your characters don't know that. They don't know the risks yet. Your characters are just finding out (possibly for the first time) that "magic" or something like it is real. If you, in real life, just found out that magic was real, wouldn't you ...


25

The alignment system is not very good It doesn’t make a lot of sense, there are numerous cases where the suggestions for what is in each alignment are contradictory, it relies on the poorly-explained idea that there are objective, cosmic Goods and Evils and Chaoses and Laws. It works well enough for simple adventure-fantasy where we are the Good guys, ...


24

Not really They're two completely different systems, and you'll get quite a headache trying to figure it out. It'll be much easier to just pre-make some new characters for them then to try and make a 4e character work in 5e. For a few interesting points: a 4e character, even a Wizard has in the region of 25 hit points and about 5 or so Healing Surges; a 5e ...


22

HeroMachine is a quick-and-dirty full-pose character creator that I've successfully used to represent an entire party of fantasy characters and a variety of humanoid monsters. The fixed base pose makes a HeroMachine character instantly recognisable as such, but the variety of features and accessories makes it surprisingly flexible.


21

There is no direct porting guide whatsoever and directly porting characters to emulate their tactical abilities in 4e is probably impossible. 5e's combat and class system is wildly different from 4e's. Combat rules are much lighter (charging is only possible if you spend a feat and even then its very sub-optimal, for example) and overall emphasis of combat ...


20

I see evil player characters as presenting three basic challenges to a game. Motivation. The plot hooks which work to pull good PCs into an adventure won't necessarily work for evil PCs. Worse, the hooks that do work on evil PCs might not hold them all that well. Depending on how invested the player is in his "evil" persona versus how much he cares about ...


20

Is this really a problem? Mary Sues in fictions, especially fan fiction, are annoying partially because the world warps to suit them, in an RPG that will not happen (or at least not in the same way) becuase the other players and the GM provide elements that are out of the hands the person running "Mary Sue". Mary Sues also tend to be too perfect in ways ...


19

I think your problem is not so much with his alignment as it is with his class- or specifically, his job. Not all rogues are thieves. I've seen the class be built many different ways- from charming con men to light on their feet boxers. But lets be honest- 90% of the players playing a rogue want to steal stuff and stab people in the back, and most approach ...


19

In the early days of roleplaying, when it took years to get a character to an appreciable level, porting of characters into other campaigns was not uncommon. This was mostly in D&D, since most people played D&D in the 1970s/early 1980s, but not unheard of in the other games of the day (Rifts, etc.). It had its downsides ("What do you mean, you have ...


18

Borrow from the story of Walter White wikipedia Might I suggest watching the AMC TV series Breaking Bad? wikipedia It is the story of the transformation of a low-key high school chemistry teacher into a drug lord. American author and essayist Chuck Klosterman said that Breaking Bad is "built on the uncomfortable premise that there's an irrefutable ...


18

I have tried this in two ways in the past. I think of the two, only one will be of use for your objective. PC Villain in the Group Create the villain with its player and discuss what their villainous goal actually is. Ensure the player can and will commit to being a villain. Their goal should require the villain to need to be close to or involved with the ...


17

Here are the steps I would take: Make sure you understand the group's current goals. Get together with just the new player and work together to design a character that has at least one common interest with the other characters. Still with the new player, design a scene where the new player meets the party. On your own, design a scenario where the new ...


16

Actually, you might want to consider using some of those computer game tools that you mention. Ever since Eve Online was released (possibly even earlier), 3D character creation in computer games has become incredibly advanced. Check out the most popular computer RPGs of recent years and you will probably find several tools that allow you to create highly ...


16

Absolutely talk to her out-of-character before doing anything in-character There may be in-character things you do want to do with this character to make her more interesting, but you need to talk to the player first, to explain your position, offer her the chance to counterargue the point, and let her know that you’re not just ganging up on her, the ...


16

The first thing you need to do is figure out: Why Are The Players Doing That? Answer A: Because They Like That Archetype I've known players who always want to play something that hits things with a sword, and that's it. I've known players who always want to play healers. I've known players who always want to have some kind of pet. etc. Those people are ...


16

Work with your players to find out what motivates the characters. Discuss it with your players. For instance, in your homebrew system, does the elite elf desire recognition in elven society? Would the druid be interested in exploring a completely unknown area of the world? Would the golem be interested in finding a place where golems have created their ...


15

Contacting a LE Outsider There are several ways in the Player's Handbook to talk to or just hang out with a LE outsider for a while, however many methods are spells, and few of those spells are on your list. That's okay: your +4 to your Charisma score from being a vampire should be sufficient for Use Magic Device skill checks, even if the skill is ...


15

In addition to the excellent answers already posted, let me suggest that you look at the kinds of protagonists that Lovecraft wrote about; police investigators ("The Call of Cthulhu", "The Horror at Red Hook"), artists looking for unique experiences ("Pickman's Model"), and people who actually wanted to find out more about the squiggly things under the bed ...


14

The hardest thing about Evil characters is not making them parodies. As in the old saying "Chaotic Evil does not mean Chaotic Stupid!" Next is defining Evil in any useful way. Given that the typical understanding of "evil" in RPG terms is that the character always puts him or her self as the ultimate beneficiary of all their actions, there is a strong ...


14

Tragic heroes can become villains when they decide the ends justify the means. As their willingness to do "whatever it takes" to achieve what they consider to be righteous goals grows, "whatever it takes" tends to become more and more terrible. As with blackmail, these things start small and snowball: once you've lied to the king about how his lost son died ...


14

Definitely discuss with your GM, but don't discuss it with the other players unless the GM thinks it's a good idea. I've been reading a lot of John Wick lately (Play Dirty, Play Dirty 2), and he's all about drama in the game. He puts characters in terrible, soul-wrenching situations to push them to change. It's good stuff, whether you run games, or play in ...



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