Things I Wish I Had Done Differently
I have been reading through the Sword Coast Adventurer’s Guide, because it’s still cool to read a source book cover to cover. In reading about the geography I started to think about how the different locations fit with the characters in our campaign. Who was from where? And if they’re from X, Y, or Z, then what’s the chances that they knew one another, or of one another, or had some connection to one another (what I like to call the “Sixe Degrees of Elminster”), long before they met up in my half-assed contrivance that put them on the road to Greenest.
We didn’t spend any time on working up proper dossiers on most of the characters. Although the backgrounds were chosen, they were just kind of chosen (by some) as a matter of course in what the PHB suggested we do. I was reading an article over at Tribality which talked about a “session zero”, and I really wish we’d spent more time on character creation as a group because I like the ideas that the article brought up and how it relates to party cohesion, roleplaying, and opportunity for players and GMs.
- comprar fildena sin receta It brings the party together. It might no longer be enough to treat a tavern like a job fair, so there should be some interplay between the players when choosing backgrounds for their characters. The act of rolling up the stats is something that can be done on personal time if desired, but if two or more players want to come up with a history of shared adventures, that’s good. If they want to be distant relatives, that’s good. If they have nothing in common at all, then that’s also good. The options should be there, and offering a session zero where players can discuss those options would have been really helpful.
I like the part of the Tribality article that states “it’s not the GM’s job to bring the party together”, and while I can agree with that (especially in light of the examples provided in the post), the GM at least has to provide some kind of situational framework if the players aren’t going to hook up their character’s histories on their own. Of course, it’s a slippery slope: if your players need to be on the campaign adventure, put them into a shared situation beforehand. But then again, how do they get to that situation where they can meet up? Best not to put too much thought into the Escherian possibilities and just pick a starting point.
- Lipothin acheter, sans ordonna It gives the players a stronger sense of character. With community character background building, it could give the players a better sense that, when roleplaying, their characters will have personal touchstones to refer back to in relation to some of the other party members. If two of them were childhood friends, maybe they made up hand-signals for a game when they were younger that they can still use. That’s some options for RPing right there that might not come up at a time when such things might actually be useful in the course of play.
Another benefit is how the character will respond to situations and NPCs in the game. For example, the SCAG talks about races and their origins and homelands. Although I wouldn’t demand players go out and buy SCAG, players who want to go that extra mile could benefit from reading up on their race’s history, picking a home town, and immersing themselves in that history. It would also give them a “hook” for how they would interact with NPCs, and how NPCs would interact with them.
Basically, we’re describing role playing here, I know. Not everyone is into that level of “character-world building”, and that’s OK, but I’d certainly like to have it on the table for anyone who wants to take advantage of it.
- acquistare betagan It sets expectations for players and GM. While the players can now have an idea of what to expect from their fellow players, the GM can also know what to expect from them, and vice versa. Riffing on the character background is a good idea (which is one reason it’s included), but for players who are particularly invested in his or her character, there would undoubtedly be an expectation that the GM would help the player grow that character through their character’s background and history. It gives players something to look forward to, and gives the GM something to work with that has meaning to the player.
Aside from providing potential side-missions, it also gives the GM something to work with on a situation-by-situation basis. For example, if a gnome is afraid of water because she almost drowned as a child, that would be a serious impediment for the party to have to RP through should they encounter a quickly flooding room or need to cross a watery chasm.
The overall goal should be for the players to figure out where they stand in relation to the rest of the world, and for the GM to use that information to work with the team to grow their characters according to what’s important to each player.
I am a fan of roleplaying, personally, at least to the extent that it provides opportunities for A) players to play their character in character with limitations and specializations dictated by more by their “nurture” than their “nature”, and B) provides a benefit for the player to have elements of the narrative focus on their character for a little while, taking them out of the “generic party on a dungeon crawl” and putting them into a “this is a story in which your character is participating” vibe. If folks want to talk in Olde English to get their RP fix, then that’s OK as well.
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Another benefit of a session zero that the Tribality article mentions is the definition of table rules. Even though we’re playing on the more casual side of things, there have been rules questions and situations that would really have benefited from having some rules codified. I think we hit most of the ones listed on Tribality, although we do sometimes run afoul of folks talking over one another that might have been solved with a pre-inception table agreement. As time goes on and we encounter arbitration scenarios we build up our list of table rules (we’re not using encumbrance, and are skirting spell components, for example). I think it might be a fool’s errand to try and tick off all of the boxes for every rule in the game with a yay or nay, so we’ve opted to adhere to the core rules for combat, saving throws, death, healing, resting, and spell casting, but leave everything else as “optional” so long as it serves the purpose of telling the story and ensuring that we don’t route the fun in service to rules lawyering.
And that’s kind of the whole punchline here: making the game fun. Locking down the game to a very specific style, dictating what must be and what cannot be done might be fun for absolute purists and I’m not speaking ill of anyone who wants to play their games that way. The group as a whole has to agree on what’s fun because some people will like harder-edged rules, and some will prefer the ultra casual approach, while the GM will also have his or her expectations (yes, the GM will also want to get some fun out of the game!) Not everyone will want to create characters that they inhabit in an RP sense, although some will gravitate towards the idea that their character is inhabiting this world. I think those two can be mixed, so long as everyone agrees on the compromise that some characters will get a little more focus on the course of the game than others will. Of course, as long as everyone is enjoying themselves, then it’s a job well done all around.