Monday, February 02, 2009

Behind the Screen: Roleplaying the process of training...

Posted by Dante at 9:49 AM
As a Dungeon Master, often it makes sense to handwave events that are deemed too dull, too boring, or happen too often to "waste" time on during the gaming session. Over the weekend, I had an "a-ha!" moment that made me realize why letting some events like class training, cleric prayers, or other character specific events have their moment in the sun is important.

Learning by Doing

For those of you that don't know, I am a somewhat experienced martial artist (as is Vanir). I have been training in Shotokan Karate for the last 18 years or so, and as a result I have had an opportunity to train with some very interesting people. After relocating to my current job, I was told of a sensei in our area that is one of the greats, so I sought him out to train with him.

Now, that in itself correlates heavily with most roleplaying games: the student seeks out a very skilled teacher to train him further in his chosen craft, but over the weekend I got the opportunity to participate in a few classes for their club's annual "spirit training". This involved an early morning training session with his entire school (around 30-40 people showed up) packed all in a tight little room to train intensely from the hours of 6 am to 7 am all week long. (I only participated in two days due to schedule conflicts.)

Stupid Ranger and I settled around 40 minutes away (during rush hour), so that meant I got the distinct pleasure of rising around 5 am to get ready and make the trip to the training session.

OK, that's great, but how does it affect being a Dungeon Master?

It's actually quite simple: if I was a player character and my DM simply just hand-waved my morning training rituals, the character development just wouldn't have been the same. The whole experience of training in that way, with that group of people vastly improved my outlook for those days. I was tired and sore, but upbeat and mentally energized at the same time. This would've looked somewhat odd from a player's perspective to just jump into that state with nothing more than a comment like: "Ok, ok, you get up and do your training in the morning, let's get back to the plot" from the DM.

Putting yourself in the shoes of your character in a real way by acting out their training regiment from time to time, or asking the DM if there are any heightened opportunities for class training with others or a seasoned instructor nearby can provide an opportunity for roleplay and fun. Dungeon Masters should be open to this type of interaction and seek it out, it makes a big difference in the quality of your character development.

Labels: , , ,

Monday, October 27, 2008

Visiting the Archives: Roleplaying Pitfalls...

Posted by Vanir at 4:10 PM
Last year, our good buddy Vanir created a truly excellent thread on Roleplaying Pitfalls. I would like to present the first installment wherein he examines schtick and its effect on your roleplaying experience.





Originally Posted on 10/7/2007 by Vanir-

In a lot of gaming groups I've played in, it's not an unusual occurrence for eyes to roll and mumbles of "damn it, not again" to be overheard when somebody decides to roleplay. Frequently, this is because the would-be roleplayer has decided to do something stupid and/or outrageous in the name of roleplaying. Having put much more emphasis on roleplaying in the last several years, I think I've figured out a major reason why -- and how to minimize its effects.

Schtick
When some people roleplay, it's more like they're following a list of unchangeable rules they've established for their character. They're dedicated to "fighting evil" and that's what they do no matter what.The worst example of this is the dreaded "attack on sight" mentality.

I've also seen a lot of people who think a particular concept would be funny and that's their character's schtick for the whole campaign. For instance, their character is afraid of rats so they'd make a big five minute deal about checking for rats under every snowbank if they were in the middle of the Arctic tundra. These kind of characters seem to me like the player is telling a joke that takes six months or more to tell -- but the punchline still makes everybody roll their eyes. It wouldn't be so bad if this was something this character does somewhat regularly in the course of roleplaying, but when it happens without fail, even during battle, it is murder-inspiringly annoying.

You've probably figured out by now that I'm not crazy about this particular brand of roleplaying. Either the characters just get irritating or the players do things that cause things to go horribly wrong "because that's what their character would do". Like charging a dozen orcs all by yourself with a first level wizard.

Of course, there are always the characters that you didn't mean to end up this way. These are the ones that you've honestly set out to roleplay fully, but either the concept didn't work out as well as you'd hoped or the setting changes or doesn't allow you to do what you had planned. And you end up doing the same thing over and over and over and getting bored. Bat Loaf is a very good example of this -- he was a ton of fun to play for the first 5-6 sessions. The problem with Bat was that there were many, many roleplaying opportunities well-suited for him in the beginning and it was fun because his misadventures would spill over into what the other players were doing and vice versa. As the story progressed these roleplaying encounters dried up in favor of Major Plot Events -- but there was still an inn, booze, and women in every town we'd travel to. Eventually the cycle of "go to inn, get drunk and find chick, run away, occasionally Inspire Courage +2 in combat" got old. For everyone, since it meant splitting the party pretty much every single session. And it just got boring for me.

Intentional or not, the problem with schtick is that it eventually gets in the way. One-trick PC's are either a direct hindrance to the game for everyone, or they just aren't fun anymore after awhile.


The Cure

I think schtick comes from three sources: lack of imagination, laziness, and an inability to sense danger. A little effort goes a long way when making your character. And the reason the other players get irritated when a Schticky player does things is because he's not playing the same game they are anymore. He's playing his own and doesn't care about the consequences for everyone else. Which makes them want to hurt him.

Here's a few ways to avoid personal bodily injury:



  • Well-Developed Characters
    Well-developed backstory and character motivations and schtick don't mix. They cannot exist together. A well-developed character with a frequent quirk is fine - it's just a personality trait and doesn't define the character. The difference? A one-trick PC is that same quirk armed with a battleaxe.

  • Acknowledge That Your Character Has Intelligence
    Your character REALLY hates orcs. Your character is also, in most cases, an experienced warrior. They know it's dumb to face a dozen orcs alone. Instead of attacking them all, think of strategies. You might even use (gasp) TEAMWORK. Or decide that you could do more damage later if you live to fight another day. Most one-trick PC's are roleplayed as if their INT was about 6 or 7. Their INT scores are probably much higher, which means they wouldn't think in such simplistic terms as "ORC! BOB SMASH NOW!". Act smarter than that, and make your PC's act smarter than that.

  • Change Things Up
    Nothing says your PC can't change if it's not working as planned. Hell, an emotional crossroads makes for a good roleplaying excuse. Incidentally, that's how I saved Bat Loaf from one-trick PC hell -- I married him off, got him some new abilities, and had him start a bardic rock academy / militia. All of a sudden the old boring stuff became backstory for me to build on and he's fun again.



Hopefully, this will significantly decrease the number of eye-rolls at your gaming table. Have you had problems with Schtick in your gaming group? We'd love to hear them, and how you deal with it.

In the next installment of Roleplaying Pitfalls, I'll talk about another issue plaguing today's modern roleplayer: the dreaded Spotlight Hog!

Until next time....

<evil laughter>

Oh wait, wrong column. My bad!

Labels: , , , , ,

Friday, July 11, 2008

Recommended Reading: The Silmarillion...

Posted by Dante at 12:22 AM
While not one of my favorite books by J.R.R Tolkien, I have long admired the significance of his posthumously published work The Silmarillion. Most other nerds do not share my reverence of this particular book, considering it a somewhat disjointed very difficult read. In fact, many of my Tolkien-loving friends have never finished it.

I consider that a dirty shame.

What is it?

The Silmarillion is essentially a collection of myths, legends, and histories of Middle Earth. This includes, but is not focused on, the Third Age of Middle Earth which contains the Lord of the Rings stories that everyone loves.

This work is considered by most to reflect the main body of Tolkien's unfinished works. He started writing the stories that would eventually become this work in 1914, and continued revising and expanding them all throughout his life. At one point, he heavily desired that The Silmarillion be released alongside the Lord of the Rings stories but his publisher wasn't biting.

Why you should care.

There are five main sections of The Silmarillion, and you can find out more about their contents courtesy of a very well crafted Wikipedia article on the topic. One of my favorite sections is the first, which mirrors an allegorical retelling of the creation story regarding Middle Earth and its races.

As the book progresses, its tone shifts first to myths and histories of the elves and we are given a wonderful love story, "Of Beren and Lúthien". I will not do the story the injustice of being summarized by my clumsy hand, but suffice it to say if you want depth of characters and a lesson in epic storyline construction you really can start there and be completely satisfied.

I could go on and on about how excellent aspects of this text is, but that would take a long time and my hands would be numb from typing. Anyone who delights in world-building would benefit from the depth and grandeur that Tolkien (and his son, who edited The Silmarillion) gives Middle Earth beyond what most people are familiar with.

It is a shining example of how being passionate about world-building does not have to involve every last detail you ever conceived of in every storyline. If Tolkien had included 1/5 of the characters that he speaks about in The Silmarillion in The Lord of the Rings stories, it would've been fifteen volumes and nobody would've ever heard about it because the first person to start reading it wouldn't be done yet. It takes a light touch to color a small portion of your landscape correctly with the right characters, and Tolkien gives a master's course in doing this in The Lord of the Rings.

In addition to the world-building aspect, you also get some excellent character archetypes from the tales contained in its 365 pages. The aforementioned Beren and Lúthien are great examples, as are Fëanor and his line, who created the magical jewels called Silmarils that the collection is named after. The passion, motivation, and depth of these characters are excellent examples of how good character development can be in a short space. Taking a few of these stories, reading them, and reflecting on how you can build characters as dynamic as these would be an excellent exercise to prepare you for your next campaign, whether writing one or playing in one.

This article is clearly biased.

This week, I was able to add a first edition / first printing of this book to my collection and I consider it a true prize. It doesn't trouble me at all that many of my Tolkien-nerd friends don't apprecaite it. I do, and that's the important part!

Labels: , , , ,

Thursday, July 10, 2008

Better Character Development courtesy of Bruce Willis...

Posted by Dante at 12:45 AM
Tonight I had the distinct pleasure of re-watching one of my favorite sci-fi movies: The Fifth Element. Stupid Ranger and I had the wonderful opportunity of introducing someone to this film for the first time (they loved it) and it was fun to watch someone experience it.

Great examples of developed characters

Without going into ultra-nerdly levels of detail, one of the aspects about this movie that I truly enjoy is the depth of the characters. Watching it this time around, I tried to identify some of the standard D&D related classes for the characters and how the interesting ways that they were being written relative to that role.

Take Korben Dallas (Bruce Willis) for example. He is clearly a seasoned yet retired fighter, who reluctantly breaks the rules when given the proper motivation in Leeloo. I believe he plays a very convincing chaotic good character, willing to break the rules that he feels are unjust in order to serve the common (and ultimately his own) good.

The star of the show is clearly Leeloo herself (Milla Jovovich). Aside from awesome orange hair and a propensity for being topless (and bottomless, see Resident Evil for details), she is my gold standard for actual depth in an action-based character. As the Supreme Being, she is physically very strong and able to absorb information at an amazing rate, but this is tempered by her vulnerability and empathy that she feels for the human condition. Throughout this movie you see how her physical strength and her mental prowess continually get betrayed by her desire to find goodness in humanity. You even get a great example of D&D style language learning ability, as seen when she learns English while Dallas is boarding the flight. I don't think I've seen the likes of that anywhere else!

Learn from examples like these!

There are two real lessons here. Player characters should take the opportunity to watch your favorite films and examine the journey that your favorite characters take throughout. Think about this as it relates to the decisions that you make as you roleplay your character. Do your best to filter out (or use sparingly) concepts that are schticky, unless you intend to temper them with actual character growth (or your DM is running an irreverent campaign on purpose).

Dungeon Masters can learn by watching the broader character interations and the story as it unfolds. Learn to engineer moments to let your characters explore their flaws or vulnerabilities, or get deeply engaged in what is happening on their own terms.

Take special care to allow your story to unfold in as many ways and across as many venues as needed. The Fifth Element covered many different sets and scenarios to get the level of depth and opulence to the futuristic world in which it was set, and in this depth comes opporunities for your characters to branch out and grow.

Finally, don't be afraid to sprinkle in some colorful characters or fun action scenes to spice things up. The Fifth Element wouldn't be what it is without Ruby Rhod (Chris Tucker) or that deaf guy that ended up throwing Dallas billiard balls when he needed a gun!

Labels: , , , ,

Friday, February 29, 2008

Quick Start Characters

Posted by Stupid Ranger at 1:51 AM
As I was watching TV this evening, I decided I need a little dungeon-crawl fix, so I brought out Neverwinter Nights. And it got me to thinking about how to develop a quick-start character for those times when you need to roll-up a character fast, especially for one-time events.

Don't Overthink It

For those one-time short campaigns, don't overthink your character. These campaigns are usually less about backstories and long-term career goals; they're more about generating a character quickly that will be fun to play. I prefer to stick to classes with which I am already familiar; familiarity with a class can reduce the amount of prep time, during both character creation and game time.

Now, I know some people like to play classes they haven't had the chance to play; they try out something new on the short campaigns to see if it's a class they might enjoy. Personally, every time I've tried this, I ended up frustrated at trying to learn new rules in a short amount of time. So if you're looking for something quick that you will enjoy without a lot of effort, don't overthink it; go with something you know.

Quick-Start Option #1

One of my favorite quick-start character options is a human fighter/cleric. Fighter L1 is a great L1 class to cherry-pick; combined with cleric levels, you will have a the fighting power and healing power to keep everyone alive early in the game. This is an easy option if you're not sure what you'll be facing or if the party is trying to fill the position of healer.

Quick-Start Option #2

Again, if you're not sure what you might be facing in a short campaign (or if you expect there might be dungeon-crawling involved), try a quick-start with L1 as a rogue. Rogues have all those great skill points to give you an early boost. You can put a couple of those skill points to use to give you a passing familiarity with locks and traps; you never know when that kind of skill might come in handy! Then, depending on your preference, you can combine your level of rogue with some spellcasting levels or some fighter-y levels.

These are just a couple of options; of course, you can just pick a class and go, without the multiclassing options. Either way you choose to go, have fun!

Labels: , , ,

Tuesday, February 12, 2008

Behind the Screen: Vacation Day! Well...not really...

Posted by Dante at 11:33 PM
I'm writing to you on the eve of my first vacation day of this calendar year, and my musings about enjoying some free time to get some household projects caught up led to musing about character downtime and how often it is glossed over.

In fact, the only characters that I know of who actively sought out roleplaying their off time all exist within our current campaign, and they run the gamut from scoring with local barmaids to providing extra prayers and service to their chosen deity.

Tomfoolery For Dummies

Unfortunately, too many DMs hand wave downtime or worse yet handle it like a cutscene from a film or a training montage from a Rocky movie. It doesn't have to be this way! I can remember many satisfying days spent in campaigns just doing something in character to pass the time, usually while the DM was looking up a rule or arbitrating something with another few characters.

In one of our college campaigns, several of us took to inventing a dice game (complete with bets) while the DM was busy doing something one-on-one with another character. After he was done, he asked what we were doing as we had attracted most of the other five players into our game at that point, and he had an NPC gambler show up to play the game with us for awhile. This didn't lead to any specific plot point, but we ended up making some platnium pieces off of the gambler before the night was over. We also got a chunk of roleplaying experience for doing something interesting with our downtime. It was fun for all involved.

In my own campaigns, I have taken to letting characters run with their downtime pursuits. Sometimes these activities, if given some time to grow, can be used as plot points or opportunities for impromptu fun. Other times, its simply a means for character development.

Everybody can get in on the fun!

Players can capitalize on this by really thinking out what their character does to unwind. Don't take it as assumed that your character does this certain routine each night, especially if you are one of those players that claim to be bored for much of the night. Wander around town, find someplace interesting to go. You might even be able to ask your DM something like: "I'm looking for some adventure tonight! I wander around town to see if anything looks interesting."

If you've got a good DM, they'll bite every once in awhile and give you that something interesting. Who knows, it might even lead to places you didn't expect!

Labels: , , , ,

Friday, January 25, 2008

Through the Fire and the Flames

Posted by Dante at 12:12 AM
Well, it's been an interesting week in the Stupid Ranger household. Without descending into too much detail, we had a situation involving carbon monoxide being detected in our bedroom and a faulty 36 year old furnace that was actually venting flames outside the firebox RIGHT BY THE GAS LINE.

Needless to say, the fire department indicated that we were lucky that things didn't end "under much worse circumstances."

What's this got to do with D&D, Dante?

Well, after the initial shock of the situation, I started to think about why this was so scary. The answer, for me anyway, was the impending fireball that would have ensued underneath my house should the gas line burn through.

We are entering into epic levels in our current campaign, and our characters are able to summon some pretty incredible feats of elemental damage. Several of our characters possess fire based magical abilities, and this whole experience got me to thinking what the common guy would think if they saw something akin to a large gas explosion.

You know what? The mere NOTION of this happening to us in real life was pretty darned scary. That's why I always have some trouble with the concept of magical gladiatorial combat, or people that would knowingly put themselves in the vicinity of two powerful mages doing battle.

The gravity that should go along with even a mid-level spell caster able to conjure up a 5d6 or more fireball should be enough to keep a "common" person at a pretty far distance. I would treat a mid to high level sorcerer with the same respect as I would someone with a big flamethrower strapped to their back.

Gravity

The key to this discussion is treating things with the appropriate level of gravity. As a DM, you can use NPC reaction and some colorful description to add weight to your epic scenarios. If someone enters the building that looks edgy and has demonstrated an ability to conjure a 20d6 fireball you'd better make some common folk leave the premises quickly.

I would also engineer activities that play up the uncommon skill required to weild this power. Create some scenarios where your mid to high level players must help a group of common people achieve some otherwise impossible tasks that exercises the players specific epic skills. This puts the players on guard not to accidentally flash-fry a whole group of townspeople, adds an opportunity for them to exhibit uncommon mettle and heroism, and more importantly is a distinctly different type of challenge than their common tasks of annihilating major forces of evil baddies.

Take an opportunity to step back and look at the abilities that your characters wield when viewed through the eyes of a common man. You may get some new inspiration that can add some interest to your sagging high level campaign!

Labels: , , ,

Thursday, January 24, 2008

Proper Virtuosity: Foundations of Goodness

Posted by Vanir at 1:35 PM
I haven't decided if the title of today's post sounds more like some really hippie liberal arts college class or like the title of an Uwe Boll movie. Anyway, in my last post about Goodness, I touched on the subjectiveness of Good as a concept. Today, I'm going to discuss a few ways that Good people get that way.

Damn, That Guy's Good

I try to think of people as neither good nor bad, just as people. Therefore, just like the "bad guys", the "good guys" start as a blank slate and their experiences color how they view the world and what they think is right. A few ways a person could veer more toward the traditionally "good" are:

  • Good Parenting
    Simply put, a person can be raised to be a good person. Little kids watch adults and emulate what they do. Their parents reward "good" behavior and punish "bad" behavior. Eventually, the child will form a value system in which they can usually put stuff in the "good" or "bad" column. Sure, there's the occasional ambiguous problem, but by and large this person can assume things like "sleeping with your friend's wife behind his back" and "killing babies" can go in the "bad" column.

    The interesting thing about this one is that many times what the parents believe follows their societal norms. So what one set of parents teaches as "good" behavior may be a lot different from another. A good example would be Klingon vs. Vulcan parenting. (I bet there's a high turnover rate at the intergalactic daycare center.)

    As you may have guessed, this one makes for good character-building if the parents' beliefs are a bit different from the rest of society because the parents will frequently raise a litter of misfits who will, as their name implies, have difficulty meshing with their surroundings. Conflict is the mother of Interesting!

  • The Age of Reason
    Maybe it's just a product of me starting to get a little older, but I can remember when I was a teenager. There wasn't a whole lot of ambivalence about any subject, and I had an opinion about damn near everything. Looking back, I can't figure out why in the hell I thought some of the things I did (much less acted on these thoughts).

    The best answer I can come up with is not that I got older. It's that I got more experienced. I know now that running in guns blazing to most situations isn't going to be the best solution most times, and I prefer a little more thought and planning before I make my move now. I've learned when to strategically retreat and come back. I don't like burning bridges because sometimes I need to cross them again. I like being nice to people because I like them being nice to me back.

    Which brings me to why I think sometimes getting a little older and wiser brings the good out in people: it's harder to do stupid things when you take the time to think about them, and it's harder to be headstrong when you've had direct experience with that ending badly for you. If you've been bad all your life and you've almost died countless times and everybody hates you and you're tired of running -- well, it might make you consider changing your ways. Even if you don't wind up "good", you might mellow out to the point where you're not actively "bad".

  • Atonement
    This one is more of a continuation of the last one, but taken further. If a person looks back on the things they have done in their life and goes, "oh crap, I'm a horrible person", they may decide they need to try to make up for it. Where an average kind-hearted joe might just live life and be nice to his neighbor, a person who has devoted their life to making up for past misdeeds will actively seek out ways to do what they consider to be "good" things, usually that help others.

    Characters who are atoning for something are a lot of fun to play because they want to be good, but given that they've been an asshole their entire life, they frequently don't know how to do that. Morality is an interesting thing -- people generally have a sense to themselves of what's right and wrong, and when you try to deviate from that, it feels unnatural. So you may have some, shall we say, creative interpretations of how to be good.

    I would add that when I say "atonement", I mean a person decided to do this on their own -- someone else didn't make them do it. That's something else entirely. For instance, a person forced to do community service for some crime they committed won't come out a better person simply because they did a good deed because someone else made them. (However, if it exposes them to things that make them re-evaluate their choices, that's different.)



Next time, I'll talk about some of the qualities associated with "good" characters. Now I need something clever to say to end the post. Let's see... um....

Be good, everyone?

Man, evil is so much easier to make a cool exit on.

Labels: , , , , ,

Wednesday, January 23, 2008

"Remember me? I mooned for rebuttal!" -- Homer J. Simpson

Posted by Dante at 12:01 AM
This classic quote, from the well known Simpson's episode "The Way We Was", reminds me very much of what my good buddy Vanir was describing in his last epic post. Oftentimes when I think about this particular episode of The Simpsons, I don't remember too much about the rest of the plot but being an ex-debater myself I distinctly remember that quote and Homer dropping trou to win his argument.

But it's irreverent!

Yes, it is. However, it is distinctive moments of color like those that go on to live fondly in the memory of everyone that beholds them. Several years from now when we recall our favorite moments from our D&D campaigns, I can pretty much guarantee that the trump card that will come out of Vanir's mouth will be "Oh yeah? Well Bat Loaf humped on the Tarrasque." And much laugher will be had by all.

It is pretty much for this reason and this reason alone that I embrace letting people be a little nuts like this and introduce crazy, obscene, or otherwise hilarious elements to our plot. For the record, I am fairly certain my co-DM would've lynched me on the spot should he have actually been there but that is a story best left for another time.

You too can unclench your butt-cheeks and enjoy this kind of fun!

I can respect wanting to keep some elements of your campaign "by the numbers" and keep the characters focused on the dramatic scenes, but I would like everyone to keep in mind that even epic tales of heroism and valor like The Lord of the Rings had their own comedic elements in Tom Bombadil (book) and Merry/Pippin (film).

The trick is to just let your characters be themselves. Let them take liberties however far they want to during certain times in the campaign, and quiet them down and focus them in others. The trade-off will work in your favor: if the players are allowed to have irreverent fun like Vanir outlined, they'll be much more receptive to being asked to "tune in" during more serious moments in the campaign.

I find it helps to have a "serious look" that you can shoot offending players when you want to quell the silliness. It is much akin to The Look that Stupid Ranger possesses to quiet me down, and anyone else that is married to a human female will have a corollary upon which to draw.

So relax! Have fun! Don't take things so seriously all the time, you may find that some memorable moments will be created in the process.

Labels: , , , ,

Wednesday, January 16, 2008

Dressing for Success

Posted by Dante at 12:05 AM
Looks can be very important, and they can also be quite deceiving. In my opinion, one of the areas that most good characters often overlook and poorly execute most often is that of appearance.

All that glitters is not gold

What a character wears and how they present themselves can do a lot to craft a unique personality or entirely reinforce a stereotype. Many people wishing to portray a good character often overdoes it with extremely shiny, grandiose, or otherwise over-the-top accouterments. Others use their attire to send a message to their enemies.

In measured portions, neither of these approaches are bad. However, if overdone your good character becomes a boorish stereotype, and that really isn't something I wish on any of my characters. Just like people don't like being reduced to the lowest common denominator in real life, so too should you treat your characters.

So how do I keep it unique?

As we mentioned a few days ago, you want to resist the urge to overdo a given aspect of your character's persona, and this extends to their attire. Having gold armor is a cool thing, however once you add gold-dyed leather boots, a gold helm, and a gold cape and all of a sudden you don't have an inspiring knight... you've got a pimp. Sorry.

I would rather have a good character more concerned with their actions and presenting themselves in a good way than I would all the shiny silver helms and flowing greatcloaks that the lands can offer. Pick a few elements to define your character's style and let your actions fill in the rest of the blanks.

If you want your character to be a stereotypical looking knight or paladin, you have to temper that with a really deep and meaningful character personality because 90% of the commoners will treat the character just like they would a revered knight of the round. Dressing in this way also makes you a target for the agents of evil that wish to prove a point, so you can define your own destiny a bit through your attire.

Does it really matter that much?

When you're playing with me it does. Your appearance defines how the world looks at you as much as your words or actions in some cases. If you enter a town wearing skulls and saying you're a necromancer (or even if you just enter town proclaiming to be a necromancer) the people are going to treat you a certain way. If you come into town on a white horse in gleaming gold armor, they're going to treat you a certain way.

In the end it is your choice how you choose to be seen by the world, and I think it is an important and relevant one to the development of your characters.

Labels: , , ,

Monday, January 14, 2008

Living and Dying Heroically...

Posted by Dante at 1:42 AM
Over the last week, we've explored various aspects of being a good, virtuous character. Today I'd like to focus on the alpha and the omega of being a hero: life and death situations.

Commitment

Most heroes live their life with a certain level of commitment to a cause. For some, its religion. For others, it is a philosophical ideal or some other altruistic pursuit that is very important to them. Usually it is something that has directly impacted their life prior, however there are some "grown heroes" that acquire a personal cause that has never come home to roost.

It is important for players to really consider the motivations of their characters as they progress them through their life. As previously mentioned, a "one-trick pony" type of character that flatly acts a certain way given a certain stimulus usually makes for a poor hero. The character's level of commitment may ebb and flow throughout their walk through the campaign, and having a player take special notice of this and really embrace roleplaying these changes can make for a very enthralling experience.

Dedication

I have an excellent example from our recent campaign. One of our players had a character that had a very strong bond with a certain religion and several other members of our adventuring party. She did an excellent job of roleplaying the ebb and flow of her beliefs, and really internalized the transitions that her character made throughout her life.

She had decided during one of our "in game" story breaks that she had become tired of the constant conflict and was ready for rest, so she made the decision at that time that she would go peacefully into the afterlife and be unwilling to return to this world should she die.

Unfortunately, her character fell in battle during this past week and the character remained true to her word and was unwilling to return from death. Her player had obviously thought this out long and hard, and I was taken aback by her level of dedication to the way her character felt about this matter.

To me, that exemplifies a truly heroic character and a truly good player. The character was given enough depth to actually react to the changes that life had given her, and her player remained dedicated and didn't attempt to explain away that decision.

Dedication to a cause, both at a player and character level is what it's all about everyone. That's how you make a character truly heroic!

Labels: , , , ,

Thursday, January 10, 2008

Proper Villainy Virtuosity

Posted by Vanir at 4:18 PM
Today, I'd like to expand a bit on the concepts Dante discussed in his post on Good characters earlier this week. I'd planned to do this awhile back, but life (and recently, Rock Band) got in the way.

Just like evil characters, good isn't quite so cut and dried as it might seem.

Dudley Do-Right

One commonly used model for Good characters is the stereotypical Knight in Shining Armor. He's on a neverending crusade against Evil, feeds the hungry, saves the day, and gets the princess. He always does what's right, and everyone loves him for it.

Works in the storybooks, right? Well, one reason that works is that usually the stories are pretty simple. Dragon kidnaps princess, knight slays dragon, kingdom rejoices. It's kind of a no-brainer as to what that knight ought to do. But what if it wasn't that easy?

Er, which thing is the "right" thing?

About the only thing you can really definitively say about what "Good" is is that it's really subjective! Sure, there are some very widely used interpretations of how Good people are supposed to act ("thou shalt not kill", "do unto others as you would have them do unto you", etc.), but even these don't hold up in all cases. All you have to do is stick a "unless they're evil" or "unless they're the enemy" on the end of the statement and a lot of self-proclaimed Good types will start doing things that certainly resemble Evil -- but do it in the name of Truth, Justice, and the <your faction here> Way and it's a Good action! Right?

Nevermind the fact that what's Good to some is not Good to others. I dread the possible impact this might have on our poor unsuspecting comment system, but one need look no further than the issue of abortion. I'm not EVEN going to get into whether or not I believe it's right or not on this blog. (Are you kidding??!) But I don't think anyone will disagree when I say that some people VERY CLEARLY have differing opinions on what is the right thing to do (or even what's remotely acceptable) than others. And then when people start killing off doctors and blowing up clinics in the name of saving lives, were those good or evil acts? Or both?

The temptation exists with topics like these to try to analyze everything and argue one side or the other on what's Good and what isn't. And you can argue the fine points of every little part of an issue until you're blue in the face, the DM kills everyone, and none of the other players speaks to you for a month. (Raise your hand if you've ever been in a game session where this happened. <raises hand> And no, it wasn't me!)

However, this is not a philosophy blog, and you're not here to peruse arguments over what is virtuous and what is not. You're here to think about roleplaying. I submit that no character (or action) is ever truly Good(tm) or Evil(tm), and it is best simply to figure out how your character would react given the circumstances, his personality and ethics, and his past experiences. A Basically Good character will likely be kind, generous, and will sometimes royally screw up and really, really regret it. (Just like real people!) And maybe, just maybe, they'll try to seek redemption somehow.

And that, ladies and gentlemen, is like super Quik-Gro fertilizer for roleplaying. Perfection is boring!

As with Proper Villainy, this topic is much bigger than one post. And while I cannot tell you what a Good character is or isn't, I will be taking a closer look at some of the things that traditionally Good characters share.

Until next time.... um... <glittery laughter of faeries>

I don't think I'll be doing that anymore. That's scarier than the evil laugher......

Labels: , , , , ,

Wednesday, January 09, 2008

Variety and the Quintessential Good Character...

Posted by Dante at 12:03 AM
First off, sorry for the missed post yesterday. Stupid Ranger is sick with the flu, and the prep time on Remove Disease is so much longer in reality so I had to help her get better in the old fashioned way of taking her to the doctor... needless to say she's doing much better and should be back in the saddle on Thursday.

Today I would like to continue my look at good aligned characters and how they manifest their goodness for the rest of the world to see.

You don't always have to be a one-trick pony

I discussed players that prefer to run their good characters in a single, heavy-handed fashion on Monday. In reality, most "good" characters show their goodness in a variety of ways. I would submit some great television shows such as "House" and "Heroes" as great examples of how good characters can not only have shades of grey to them, but also do their good things in some very unexpected ways.

What this means to your character... first, shy away from being good in an overt and grandiose way. I tend to punish hubris (shameful pride) when I can identify it emanating from the characters in my campaign because self-serving goodness is rarely (if ever) a good thing.

Secondly, pick several ways to show your goodness and progress those activities throughout the course of your character's life span. Treat it like fertilizer: you have to sprinkle it around and need it into the ground for it to work. Taking a single dump in one spot just gets you a smelly garden.

Finally, be surprising. One of my favorite D&D moments came from my first campaign. My character was trying to rescue his love interest who got trapped in a dire situation where most hope was lost. I had stumbled upon a Ring of Three Wishes slightly earlier in the campaign, and it had one left. When there was no other hope of rescue, my chaotic good barbarian decided to use the final wish to trade places with his love interest, knowing full well that this would likely seal his fate. My DM actually asked me three times whether or not I was sure I wanted to make a sacrifice like that and I said that I did.

After the session he told me it was one of the most excellent displays of what being a good aligned character meant. The rest of the party never did get the opportunity to rescue my character, but it still makes me happy to have done that.

It is moments like that that I live and die for when roleplaying. There are a few good examples from our more recent campaigns that indicate similarly excellent examples of being an evil character, but those are best left for another time and place.

Labels: , , , ,

Friday, September 07, 2007

Better Characters through Accessorizing: Armor

Posted by Stupid Ranger at 7:00 AM
Continuing in the spirit of creating better characters, I think it's important to remember that what you character wears can be very important, and not just from a fashion perspective. Selecting the proper protective gear is be one of the most important steps to ensuring your character's survival.

Armor & Shields

Armor: the protector of the combatants, the bane of spellcasters. You should endeavor to find and wear the best armor and other protective equipment available to you. Investigate your options before making your decision; your options may be restricted by your class, so make sure that what you want to wear is permitted. You should also keep in mind that the heaviest available armor may not be your best option; if you have a high Dex, lighter armor may allow for a higher Dex bonus, so make sure you do the math to see which avenue presents the best level of protection.

Shields can also give you that much needed feeling of security when facing that mob of ogres. Again, depending on your class, you may be able to use a shield in your off-hand to boost your armor class. However, you will not be able to wield your two-handed weapons or fight with two weapons. There are also some feats whose benefits are negated if you use a shield. Make sure you've done your research so you can make an informed decision.

Other Protective Items

If you can't wear armor due to class restrictions (or you just need that extra feeling of security), you can protect yourself with other protective items. Amulets of Natural Armor, Rings of Protection, and Bracers of Armor are all fairly common (if somewhat expensive) options that will help you feel more secure. Gloves of Dexterity can also help make you are harder target to hit.

Non-Armor Options

While this conversation on armor and protective accessories is all well and good, you might need a few options that can help keep you alive long enough to find some gold for your shopping spree. If you're a spellcaster without the funds to purchase magical items, you may have some spells in your repertoire that can improve your AC. There are also a handful of feats that will boost your AC. Combat Expertise will allow you to swap attack bonus for armor bonus. Dodge grants you a +1 to a named opponent. If you're using a double weapon or two-weapon fighting, you can take the Two-Weapon Defense feat to add an armor bonus. You might also want to check out the Combat chapter of your PHB for other combat-based actions that can help you, such as Fighting Defensively/Casting Defensively, as well as rules for cover and concealment.

Labels: , , ,

Friday, August 31, 2007

Better Characters through Career Planning

Posted by Stupid Ranger at 9:55 PM
After reading Yax's comments to my previous "Better Characters" post, I realize that while I love planning my characters' career paths, not everyone thinks that far ahead. So, I've simmered down my enthusiasm to share a few quick options for building a better character through career planning.

Option #1: Pick a Feat Ladder

Want to be a spectacular archer? A master of two weapons? A dazzling spell-caster? Take a look at the feats to see if there's a feat ladder that will help you achieve your goals! By taking a look ahead at where you want your character to be, you can make sure you have the prerequisites you need when you're ready to take those feats! For instance, if you want to work your way to the Manyshot feat, you'll need to have at 17 Dex, as well as several feats, starting with Point Blank Shot. By identifying early your desire to take Manyshot, you can start taking the necessary feats and place additional stat points, if needed. Plus, you can use your goal for roleplaying: after setting up camp in the evenings, before your watch, you attempt to shoot two arrows at once... to improve your skills and learn the technique required before you officially gain the feat.

Option #2: Pick a Prestige Class

Another option for career planning is to find a prestige class that really intrigues you. Most prestige classes have prerequisites, and if you don't plan for them, you'll find yourself wanting to start the prestige class but missing that one feat or those 2 skill points. There are lots of places to find prestige classes: the DMG has a handful to offer, and most supplements will offer prestige classes that complement the book's subject. I found a great one recently in Races of the Wild, and I built my fighter to ensure I had all the prereq's covered.

A little foresight and planning will pay off in terms of achieving your character goals. I enjoy planning these early, as it give me time to roleplay my character's development, as well as a non-game goal to achieve; it's a lot of fun to finally attain that really awesome feat or prestige class... just wait 'til you get to use it on the Big Bad!

Labels: , , , ,

Thursday, August 30, 2007

Better Characters through Cherry-Picking

Posted by Stupid Ranger at 7:41 PM
Though I'm continuing in the spirit of the "improving your character" theme, I thought I would take a step back tonight and share an option best explored during the early days of your character: cherry-picking, picking the best level(s) of a class in order to advance your character's development. Cherry-picking is a subset of multi-classing: you will be taking levels in a class other than your primary class, though usually only for one or two levels. Not everyone is interested in multi-classing, so cherry-picking isn't for everyone. But it can be an interesting twist when you want to develop a character that's a little different.

Picking your Cherry-Pick

Some classes lend themselves to being cherry-picked. Fighter L1 is one of the best: you gain all those lovely weapon and armor proficiencies, as well as the bonus Fighter feat. This makes it a wonderful option if you want to play a class that doesn't have the weapon or armor proficiencies you would like; you won't waste your first level feat on basic proficiencies. I have cherry-picked Fighter L1 to create a Human Cleric who could power attack with a broadsword at first level. Silvia's backstory : she was a member of her town's militia until she received her divine calling. I have also cherry-picked Sorcerer L1 (for the Mage Armor spell) for Sprinkles, my Gnome Bard; I took the Sorcerer level at my Sprinkles' second level to take advantage of the Bard's d6 hit die at first level.

Planning your Cherry-Pick

The combinations are definitely intriguing, but don't just rush into cherry-picking without doing a little bit of homework first. You can get yourself into a lot of trouble - multi-classing can lead to experience penalties if you're not paying attention. That's why I feel cherry-picking is a technique best employed when planned and implemented during character creation. Be aware of your race's favored class: this will help reduce the effects of cherry-picking since the favored class is not considered when determining experience penalties. Humans and half-elves are the most flexible when making these decisions, as their highest-level class (whatever it happens to be) is their favored class. If playing a human or half-elf doesn't suit you, take a look at the favored class for your favored race.

If you haven't found yourself in a multi-class situation before, you might want to grab your PHB; the beginning of Chapter 2 has a table with the favored class for each race, and the end of Chapter 3 is full of useful information regarding multi-classing. If you're still seeking inspiration, D&D For Dummies also has a great section on cherry-picking; I don't have my copy within arm's reach to tell you what chapter, but it's in there.

Above all, have fun and cherry-pick responsibly!

Labels: , , ,