| Post/Author/DateTime | Post |
|---|---|
| Garidas08-13-06, 04:04 PM | I am just curios (is this written right?), I want to know how long you have allowed players to go in roleplay with you. Like leting a character having a lover, a child or something. Would you let a player make a guild, own a building, castle. Joining a guild and lots of other stuff. (I some how had to ask, I have always been seeing DMs who pop-up with all sort of stuff like this. Let me start: I would let my players have a house, manson or castle. I would let players start a guild, join a guild, have a job, own a busniess, tavern and stuff like that. If players want to have a lover, a child they may do so (most likely, not sure, if players won't be roleplaying to much with that). So, what do you allow? -Garidas |
| Iddig Ap Nil08-13-06, 04:12 PM | I am just curios (is this written right?), I want to know how long you have allowed players to go in roleplay with you. Like leting a character having a lover, a child or something. Would you let a player make a guild, own a building, castle. Joining a guild and lots of other stuff. (I some how had to ask, I have always been seeing DMs who pop-up with all sort of stuff like this. Let me start: I would let my players have a house, manson or castle. I would let players start a guild, join a guild, have a job, own a busniess, tavern and stuff like that. If players want to have a lover, a child they may do so (most likely, not sure, if players won't be roleplaying to much with that). So, what do you allow? -GaridasWe'll go as far as they want in my games. I also encourage their having lovers, children, guilds, castles, etc. as it gives me plenty of extra stuff to work into campaigns that I run. Edited to add: It's curious :) |
| Garidas08-13-06, 04:29 PM | Okey, any more who wanna tell? -Garidas |
| mtgfan10108-13-06, 04:43 PM | Well, I'd draw a stopping point at beating the crud out of Elminster for not being in the same guild as they are... lol They can go as far as they want, as long as they still adventure. As a general rule, It might not be a good idea to let a level 3 half-orc barb of Int 3 to run a Red Wizard guild... or become king, for the matter. I reserve some stuff for epics. |
| Random_Kid08-13-06, 04:45 PM | In general, I like to let my players do whatever they want so long as there's a reference for it. The only case where I would make any limitation is if one person's affairs becomes a burden on the group as a whole. For instance, if a player builds a castle and needs to spend a considerable ammount of time at the castle supervising, I'll tell then to use another character while the castle is being built or to leave it in the hands of a friend/hireling/etc. It applies to any situation, but as a general rule I would NEVER hold any one character so high as to stop the adventure cold for them. |
| Garidas08-13-06, 05:30 PM | Ofcourse they must adventure, that is what D&D is about but it also comes to the second part roleplay and other stuff like, when not adventuring. Like: You adventure maybe 3/4 of the gaming session while 1/4 of it goes in stuff like job and that like. When you are working a Job at a tavern (maybe or as a smith) you only waste about 1-5 minutes doing so, that can be working for 1 to 7 (10) days in the campaign. About with controlling a guild. You should maybe let players join a guild at level 1 or higher and then later let them make a guild or take over the guild. I recommend the "Afflition" chapter from Players Handbook II, if you are going to have a guild joining and that stuff in the campaign. More? -Garidas |
| terracustos08-13-06, 06:11 PM | I think the main thing you have to ask yourself when your are presented with that sort of situation is will it be fun. It doesn´t have to be part of the story or adventure as all the side quest and day to day things are part of the roleplay experience and increase the fun. And as Iddig Ap Nil´put it, it does give you so much more options and paths for the roleplay to go. So as long as it isn´t a rediculous request such as ´Can I marry the mayer´s daughter, move in to the mayer´s house and use the garrison for my own diabolical plans´, then just go with it. Make them work for it of course, if they wanted a guild of their own, for example, then build it into the story that they have to take out members of other guilds or do some thing to gain fear and repect before they can recruit. |
| Iddig Ap Nil08-13-06, 06:21 PM | So as long as it isn´t a rediculous request such as ´Can I marry the mayer´s daughter, move in to the mayer´s house and use the garrison for my own diabolical plans´, then just go with it. Make them work for it of course, if they wanted a guild of their own, for example, then build it into the story that they have to take out members of other guilds or do some thing to gain fear and repect before they can recruit.I agree, make the players work for everything they get or want in game. For instance, if in game a PC begins to construct a keep somewhere, in the wilds or in more civilised lands, give them adventures dealing with that, such as cleaning the region of monsters that would wish to do harm to the PC/workers, maybe someone's not keen on the PC building there for some reason and begins to sabotage, or perhaps there's a more dasterdly thing going on...In one myth of King Arthur, Uther Pendragon was trying to have a castle built but, it kept collapsing everytime construction got to a certain point...So, call in a "young" Merlin, who was able to figure out the reason, thus allowing the castle to be built...etc. There should also be time for the other players to obtain their goals as well, and there should still be time for going off to dark ruins to get more loot... |
| Garidas08-13-06, 06:34 PM | I agree with this. But sometimes you can't win everything with adventuring, like if you want to work at a famous tavern you must start from the common taverns of the city and then win your way through that. Also a PC who works at a tavern should also be able to be fired cause he is maybe scaring people away. Anyone else has new ideas about making a game more roleplay and like Characters in game are not just adventures (everyone must make a living)? -Garidas |
| Random_Kid08-13-06, 07:06 PM | it's not a bad idea, and if your players are going to go for it, I'd say you should do it. The most important job is to have the players enjoy the game. |
| Lord Mhoram08-13-06, 08:48 PM | I am just curios (is this written right?), I want to know how long you have allowed players to go in roleplay with you. Like leting a character having a lover, a child or something. Timewise, as long as the group as a whole has fun. I'd run games where three or four sessions are devoted to interaction with nary a combat in sight, and the players were happy. I've had the same group start to get antsy after half an hour. :) In my game set in the modern day, one player ended up the head of the government agency that oversaw superpowered crime - which meant she was on par with the head of the FBI. That just led to a change in style of adventure. :) |
| Garidas08-14-06, 05:19 AM | Yeah, everybody must still have fun. Anything else? |
| Raven Dark08-14-06, 07:33 AM | I would let my players have a house, manson or castle. I would most certainly hope so! I can just imagine a bunch of rain soaked roleplayers with soggy books standing on your doorstep begging you to let them live with you. :mad: I would let players start a guild, join a guild, have a job, own a busniess, tavern and stuff like that. You better if you want them to be able to afford their books, dice, minis, and tostitos. :rolleyes: If players want to have a lover, a child they may do so (most likely, not sure, if players won't be roleplaying to much with that). You are right about one thing. Players with a lover or a child (or both) don't roleplay as much. Unfortunately, there isn't much us DMs can do about this one. :( :P |
| Razieliffied08-14-06, 08:12 AM | Anything, as long as it fits to the character and the world. My current players want their characters to reach epic and eventually become minor demigods of some repute. I have every intention of letting their level 15 characters [started at level 1] reach epic and beyond, become major dieties in our homebrew campaign world that will probably be worshiped in the enxt game by the more mundane characters. |
| Sphyre08-14-06, 10:17 AM | I am just curious (is this written correctly?), I want to know how far you have allowed players to go in roleplay with you. Like letting a character have a lover, a child or something. Would you let a player make a guild, own a building, or castle? What about joining a guild and lots of other stuff. (I some how had to ask, I have always have seen DMs who pop-up with all sorts of stuff like this.) Let me start: I would let my players have a house, mansion or castle. I would let players start a guild, join a guild, have a job, own a business, tavern and stuff like that. If players want to have a lover and/or a child they may do so (most likely, not sure, if players won't be roleplaying too much with that). So, what do you allow? -Garidas All of the above, yes. I allow anything that fits the campaign. I don't like running certain settings or lower level stuff, so the character may not be living in the castle if the story lead elsewhere. Owning a tavern probably is even harder due to the fact that you can't quite adventure and own a tavern at the same time unless the town that you own the tavern in is quite busy and story-centric, or the fact that you simply own it, and don't do any work within it. |
| Garidas08-14-06, 10:18 AM | Okey, anything more, like more stuff to make a game more fun? -Garidas |