October 23rd, 2003

sarahgilly

Hold the angst, please...

Anyone have any idea what prompts people to create characters who've had enormous amounts of misfortune happen to their characters *before* a game even starts?

One example that sticks out in my head was the player in one of my Changeling games whose eshu was orphaned by Black Spiral Dancers (she was Fianna kin -- don't ask). Then her adored little sister was gang-raped by a redcap street gang who were then slain by her Fianna brother and his pack, but the sister ended up in a mental institution, life having "stopped for her at the age of twelve." *Then* the character's beloved adoptive father died of cancer, leaving her tragically alone in the world. *sighs*

Another question -- how come when something bad happens to a character in White Wolf games, the perpetrators just about always tend to be Sabbat, Wyrm creatures, Unseelie redcaps, etc.? What's wrong with having ordinary mortals be the bad guys once in a while? After all, it *is* the World of Darkness (TM).

Any opinions?
  • Current Mood
    annoyed annoyed

Lacking Ideas

I am the worst slacker ever.

I run a World of Darkness campaign online that's a weekly thing, and after the last session that was about two weeks ago, my creativity well has seemed to have run dry. I just don't know what to do next, and the next scheduled session is tonight. I already had to cancel last week because of this, and I've got one of the players on my ass about it.

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  • Current Music
    Mission U.K. - Last Beat of Your Heart
boke1

(no subject)

i'll be running a game where modern day adult characters get whisked off to Oz and have adventures. this may end up being the intro to a campaign where the cahracters learn that lots of fictional palces are and always have been real. altantis, shangri-la, wonderland (through the looking glass), etc. for now i'm mostly concerned with Oz. anyway, here's my question:

should i tell the players what's in store? the characters won't know beforehand whats up, but it might be good for the players to know. when you're playing DND or WOD or Star Wars, you kind of know what you're in for and have some background to build a useful character. if i keep the players in the dark as their characters will be, until the cards are dealt and they know what's up, they may end up with less than useful characters. if i tell them to make modern mundane characters they may end up making an expert race car driver, or a guy who's great with a gun, and not much else. at the same time i really don't want to ruin the surprise. i think maybe i'll tell them to just make realistic well balanced characters and keep them in the dark. if they end up with an astronaut and a UN diplomat and a grade school teacher in Oz... that might be intereting actuall. i think i answered my own question. anyway feel free to chime in. how much, if any, advance knowledge should i give them?
guns

Star Wars RPG Question

Hey all. I've been bitten by the GM radioactive spider as well as being irradiated by the Star Wars gamma bomb. On one hand I've gotten back in roleplaying and on the other I got SW: Knights of the Old Republic for the Xbox.

That said, I have a question. I want to run a campaign around the era of the SW:KotOR setting (about 20,000 years before the Empire era I think) right after the defeat of Malak. All I can find for adventure material deals with Empire Rising, the Rebellion, or the New Jedi Order/Republic eras. Does anyone know where I can find some material not in these eras? I may end up running some stuff that's around a hundred years before the rise of the Empire, but I want to run in an era where the Jedi are prevalent, present, and regarded. Some small adventures might be good. Any thoughts, advice, or ideas? Thanks in advance!

  • Current Mood
    complacent complacent
sarahgilly

Question for "Werewolf" players/GMs

(prompted by another post in bad_rpers_suck)

Here's a question for the White Wolf players out there:

Does anyone have any idea why so many Werewolf players feel their characters need to have fetish weapons, especially klaives? Never mind that the rules say youngsters shouldn't be running around with powerful magical weapons -- most players I've seen immediately try to sink those four or five dots into Fetish so they can get one of those big silver blades.

In my own games, players can only have Fetishes if they can give me a detailed background explaining where they got it (I've learned to do this the hard way), but I've seen other games where you couldn't swing a cat without hitting a Garou character with a klaive.

What's the allure of a klaive, anyway? Maybe I'm missing something, I dunno... After all, Garou claws and teeth do aggravated damage, and *can't* be taken away like a weapon can...

Suggestions

So I run a powerful D+D game... and I constantly see myself telling a story, and only engaging a few players... or giving my players a chance for Character Development and nothing happens...
This is a planar campgain, because I wanted to make it that way.
I created a monster, I call it the Dimensional Maurader just because of the name, it's hard to pronounce. This monster is SUPPOSED to be uber powerful and tough to kill, It's totally immune to Fire, takes normal damage from ALL attacks, and has Regeneration of 10, and has a strength and con comparable to that of a troll. The only way to "kill" the monsters is to behead them, which they will lay on the ground for 10 minutes while they begin to reproduce. Their is no way to kill the monster, that the party has access to... ok now that little lead up is done.

The main character is a Half Elven Eldrich Knight named Cedris, female, who works for the Magic Guild of the Realm of Magic (The Plane of Magic)
The 2ndary main character is a Rogue/Fighter/Assassin named Hawk also from the Realm of magic.
My drow fighter, is an NPC and is not really interacted with, **shrugs** Fine it's a NPC in a party of PC's.
Derivon, a Half Fiend fighter on holiday from Hell for as long as inhumanly possible.

Now, the problem I run into with these characters, only one of those characters likes to interact, The Half Fiend enjoys PC interaction and enjoys down time between adventures and likes to attend parties of the well to-do.
How do you get a group of PC's to interact with one another when it seems they are so overly against interaction. I place most of the blame upon The player of the Half Elf, all the player wants to do is hack and slash and finish up getting experince and treasure so he can buy nice things for his female character.
The reason I ask this, is because I need to form a more complete working unit before I throw them into my version of Ravenloft for several adventures... they work well as a team, but it's just like it's a bunch of Final Fantasy 1 characters thrown into a game and told to hack monsters.
I have given the Half Elf player many times a chance to RP, I actually gave them 3 weeks of down time in a Planar Metropolis and only got the, I'm going to the jewelery stores for the length of time we're here, and when people would talk to the character he would walk away and come back a few hours later when he figured the person was gone... where as the half fiend went around and tried to find where all the parties were and tried to get invited to them, and took the half elf to one, that one got crashed as it was supposed to.
Suggestions in team building exercises? The characters are all roughly lvl 15 so they're pretty tough and can take on MOST if not ALL challenges their lvl if they think and work together.

The over all goal for the campgain is they will destroy a Dragon turned God of Time and then kill that said dragon, but in the process of destroying the God, they have to cast a spell, and this spell causes the creation of the Dimensional Mauraders, which then allows for the 2nd campgain to start where they solve the problem of the Mauraders and then opens up the third campgain where they fix the evils of the 2nd campgain. I've got the work planned out, and it's deliciously subtle in the way it works, which is how I have to do things that the party will want to lynch me for later.

Thanks for any suggestions.
  • Current Music
    Stactic X - This Is Not Reality

RPG Character Music

SO, I'm sitting here amusing myself by burning CD's for RPGs and writing inspiration. You guys ever hear a song and think "hey, that totally makes me think of [insert character]!"?

I play D&D but even modern songs makes me think of certain PC and NPCs in our game. Anybody wanna share some songs that make you think of N/PCs that you know?

For example: HIM's "When Love and Death Embrace" makes me think of a vampire NPC in our current campaign (I promised my DM I wouldn't post names of NPCs online...he's that paranoid about spoiling players)

I'm trolling for more songs to listen to/burn