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Encouraging Charactization
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<blockquote data-quote="pemerton" data-source="post: 5494172" data-attributes="member: 42582"><p>This is really at the core of the way I try to run my game. The way I do it is to build each scenario, and as much as possible each encounter, so that it contains elements that the players (via their PCs) can build on to express what it is they want to about their PCs.</p><p></p><p>A very simple example - I have a paladin and a cleric of the Raven Queen in my party, and so include encounters with undead, and with trapped spirits of the dead, and with servants of Orcus.</p><p></p><p>A bit more complicated - I have a wizard/invoker in the service of Erathis (among other gods), and who is hostile to a wide range of monsters that he sees as threatening of the human social order (so goblins and gnolls and demons, obviously, but also devils and devil-worshippers). Encounters that evoke the history of the fallen human empire (via architectural setting, or historical documents, or NPC antagonists), or that involve the monsters to which this PC is opposed,, give the player a chance to express his PC's world view.</p><p></p><p>A corollary of this - it is important not to punish players if they express something about their PC that is at odds with the views of others (of course there are issues of tastes/standards, but these have to be solved out of the game, not within it). The wizard/invoker I mentioned has done some fairly ruthless things to hobgoblin prisoners, and also to devil-worshippers who thought they were under the protection of the PC party. This has caused some shock at the gametable, and is likely to have consequences for the PC as the campaign unfolds. But I don't see it as part of my job to use alignment rules, or anything similar, to respond to what the player has had his PC do. Having set up situations that invite this sort of engagement by the players, I have to accept what they do, even if it means the PC is not in all respects what I would consider an admirable person.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5494172, member: 42582"] This is really at the core of the way I try to run my game. The way I do it is to build each scenario, and as much as possible each encounter, so that it contains elements that the players (via their PCs) can build on to express what it is they want to about their PCs. A very simple example - I have a paladin and a cleric of the Raven Queen in my party, and so include encounters with undead, and with trapped spirits of the dead, and with servants of Orcus. A bit more complicated - I have a wizard/invoker in the service of Erathis (among other gods), and who is hostile to a wide range of monsters that he sees as threatening of the human social order (so goblins and gnolls and demons, obviously, but also devils and devil-worshippers). Encounters that evoke the history of the fallen human empire (via architectural setting, or historical documents, or NPC antagonists), or that involve the monsters to which this PC is opposed,, give the player a chance to express his PC's world view. A corollary of this - it is important not to punish players if they express something about their PC that is at odds with the views of others (of course there are issues of tastes/standards, but these have to be solved out of the game, not within it). The wizard/invoker I mentioned has done some fairly ruthless things to hobgoblin prisoners, and also to devil-worshippers who thought they were under the protection of the PC party. This has caused some shock at the gametable, and is likely to have consequences for the PC as the campaign unfolds. But I don't see it as part of my job to use alignment rules, or anything similar, to respond to what the player has had his PC do. Having set up situations that invite this sort of engagement by the players, I have to accept what they do, even if it means the PC is not in all respects what I would consider an admirable person. [/QUOTE]
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