| Post/Author/DateTime | Post |
|---|---|
| Scyld08-12-05, 10:12 AM | So how much of this actually happens in game? How much do you plan out ahead of time? Do you sit down and figure out how you'd like your character to change over the course of his or her adventuring career? Do you ever look back at an adventure and consider how the experience your character has just had could change them (if it does change them - character growth doesn't happen every day)? Should I be encouraging my players to discuss where they'd like to go with their characters with me before I design a new adventure for them? Or just let the chips fall where they may? Do your characters tend to be dynamic, or are they mostly static? |
| Sluagh08-12-05, 12:19 PM | I find the dynamicism of a character is heavily dependant on the scope of the actual campaign(s) and the capability/desires of the players. Short games, you're probably going to have pretty static characters; as you have longer and longer games, the chances for change increase. However, the likelihood that a player responds appropriately to the events they go through as characters is entirely based on their skill as rollplayers as opposed to roll-players. Some players I play with develop their characters with plans on things to develop through game play as situations fit. They (and I) will tend to discuss these plans with the DM. The DM can provide clues as to when certain events might be happening or try and make sure that a character notices something that may act as a catalyst for the intended change. Of course, letting things fall where they may will work out nicely with strong rollplayers as well; they'll adapt their characters to their experiences anyway. Of course, if you have weak rollplayers, for example, those that build a character based around a neat thing that can be done or a piece of equipment/weaponry, you're going to be screwed in terms of character development anyway. I would encourage any DM to discuss players' characters with them periodically in creation and through game play anyway. That way the game can be made to suit the players and such as it goes along, increasing the fun. |
| The_Yellow_Dart_Swinger08-12-05, 02:02 PM | Sluagh roleplayer not rollplayer. To avoid confusion. As to the original questions. Yes, as a DM you should always encourage players to develop their characters and to talk to you about it. There will be times when a player wants a particular thing to happen to their character. I.E. find a certain person or do a certain thing. And as a DM you need to know ahead of time so you can work that in. But there will also be occurences where you might put something in that will surprise the player. Like the younger sibling the player left at home when the player started adventuring has now become involved with the local theives guild. Something that encourages development but surprises the player. Players will develop their characters different ways. Player one may have a plan and will stick to it, developing their character slowly. Player two may radically change their character after a particular event. While player three may not develop their character at all. Some will discuss the changes with you, some won't. So I would say encourage it, but don't enforce it. |
| Gingerbread Guy08-12-05, 09:39 PM | I tend to think of my characters as very dynamic - this is particularly why I like playing 1st level characters, because they're so naive and mutable. There are so many lessons and moral conundrums left for them to face. I just can't imagine a 20th level character that isn't totally aware of who he is, what he believes in, and what he's capable of. So thats kinda boring to me by comparison. Anyway, in terms of planning ahead, I usually have at least an idea of what paths my character will walk. For example, I'm playing a young character who's add odss with being a warlock. He's very ashamed of his powers, and he does his best not to use them - relying on what little matial prowess he's picked up. He may take this to the extreme and multiclass out of Warlock, never to return, or he may do the reverse and wind up embracing his talents and shedding his shame. I really have no idea where he's going to go, nor do I really have any preference. Just as I have little control over wether or not he dies or finds a huge hoarde of treasure, I have little control over the formative events of his life once the game begins. Thats kinda the beauty of the system. ~Ginger |
| Sluagh08-12-05, 11:09 PM | Sluagh roleplayer not rollplayer. To avoid confusion. Wow... I can't believe I made THAT mistake. I feel shame. (There's no sarcasm there... really, I mean it!) |