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The child of everything and nothing June 25, 2008

Posted by chorenn in Player Characters.
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As I write more of the current adventures, I have mentioned two new characters, Mahdi and Osiris, which I have never described.  I had hoped to write the old adventures up and introduce these characters when they arrived, but I’m not sure that day’s ever going to come, so I’m going to describe them now.

(Spoilers)

(Note:  My descriptions here will be about both the character and player, because you cannot separate the two.  Thus, some of what I write may seem harsh or critical.)

Bret, who played Brother Steplan, was the first player to leave the game.  While the party was in Fin Quil, Steplan decided that the adventuring life wasn’t for him, and he decided to establish a magic item creation business in Fin Quil.  Thus, we needed a new cleric.

Little Eleanor was born in Valuria, to a mother who died in childbirth and a father who died while hunting during the first year of her life.  Her only other relative, her father’s sister, promptly left the child on the doorstep of a monastery.  There, she lived, until the age of five, when the monastery was burned down by “large men on horses,” as she recalls.  Led through the woods with the other children to another monastery, she lived there until the age of nine.  Her aunt (or so she called herself; Osiris is unsure now if this woman was actually her aunt) joined the monastery and found her there, and told the child of her parents and their fate.  Then, one spring day, while playing outside the monastery walls, she heard screams.  She ran into the woods outside the monastery, and from there could men on horses, setting fire to the monastery and killing all the people she knew, including the children and her aunt. 

The next morning, she was found, cold and starving, by a ranger named Aaron, who took her in, taking care of her while teaching her to survive, hunt small game, and ride horses.  They travelled to the Seldaya Wood, near Tallidon, where he lived.  He never learned her name, and called her Tash.

When Tash turned twelve, Aaron took her to another monastery, feeling that she needed more education than he could give.  She prompty ran away, but Aaron tracked her down and took her to a monastery in Valuria.  She realized that he was gone for good and that she would have to stay and learn.  But, before she became ordained as a cleric, an accidental fire in the monastery set off waves of terror in her heart and she fled.  She found safe passage to Talnoor and became involved in a cult of death, feeling that for once, she would be on the other side of the mayhem and terror.

Her final rite of passage to become ordained as a cleric of death was to kill someone in cold blood.  Though she would never know the name of the man she killed, the act was enough to convince her that this wasn’t what she wanted, and she left without completing the rite. 

Taking what money she had, she traveled north.  In meditation, she realized that her path was not to follow one ideal, but all ideals in balance, and within that idea, she sensed her own path to divinity.  Taking the name Isis, though telling all others that her name is Osiris, she began to follow the path of learning of all the gods and worshipping them all.

In her travels, she was abducted by a cult of blood, who wished to sacrifice her.  A group of paladins saved her just in time, and she spent some time with them, falling in love with one of the paladins, who later was killed during the last battle with the cult of blood.  She, however, realized that as a traveler, her small, dainty stature was a liability, and obtained a hat of disguise and a war horse, to appear as a tall knight in plate armor.

Asia’s intent was to play her as a brooding, meditating cleric, who speaks to all gods and seeks to become a god herself, but who also is haunted by her bloody past, and to some extent, he’s doing a pretty good job.  He had the party confused for quite a bit, as he would refer to different gods in different situations.  He also managed to give himself a personal goal that really had nothing to do with the party goal, so that saved me the hassle of doing so.

His one weakness in the way that he plays her is that he puts a bit too much of himself into the character.  Asia is a bit of a anti-government paranoid, and thus, so is Osiris, even though the character truly has no interest in or opinions about the current government.  Thus, Osiris makes a lot of decisions based on Asia’s belief that the government (not just the monarchy, but the local lords’ governments) are evil and corrupt.

Asia, however, found it difficult to justify his character staying in the party, since she’s following her own spiritual journey.  Thus, I gave her a revelation.  During meditation one day, she had a vision.  What she saw, she could only describe as a great wondrous orb, overseeing all of the world.  This orb was not smoothly round, but had an infinite number of facets, in each of which she could dimly see all of the different gods.  She began to realize that the gods are not separate individuals, but only facets of something greater, which she called the One.  The One watches but does little, but, in her dream, she realized that she was being asked to do something.  “The Prince must survive.”

At the time she had the dream, Osiris had barely any knowledge of the current politics, and certainly didn’t know that the real prince was one of her traveling companions.  But she realized that whatever the vision meant, she couldn’t do it by wandering randomly through the wilderness, and decided to stay with the party to learn more.

Osiris also has a recurring dream, the detail of which are hazy and change a bit each time, in which knights in black, silver, and gray are charging out of a fog, defending something.  She travels to find the meaning of the dream, which she thinks is that she is to found an order of knights to defend whatever it is.

One last note:  Asia is a very serious D&D player, which is good, considering that except for Robert, the rest of the party is not dedicated (at least until the addition of Mahdi).  He definitely helps in keeping the party on track, though he often overly analytical.  Even simple tasks like setting up alarm spells before going to sleep can take 30 minutes, as he maps out the perfect placement of the spells with reference to the terrain.  On the one hand, I often need to push the party past these things to keep it going smoothly (and remove the boredom for the other players), but on the other hand, sometimes, when I don’t have enough material for a session, I can usually count on Asia (and Mac playing Mahdi) to protract something out long enough to cover for me. ;)

 

 

A stranger in a strange land March 4, 2008

Posted by chorenn in Player Characters.
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(Spoilers)

(Note:  My descriptions here will be about both the character and player, because you cannot separate the two.  Thus, some of what I write may seem harsh or critical.)

Now we come to the most difficult of the characters to discuss:  my husband’s.  Not because I don’t want to be critical of him — we’ve been married 11 years so I’ve had plenty of practice — but because his is by far the most complicated and ambitious.  The story of Robert’s character’s creation may also be instructive, since we had to compromise to come up with something that would work for both of us.

You might remember that I stipulated that all the player characters had to be human.  Zoriya ended up as a half-elf (which is what Mel wanted) mostly because of what happened with Robert.  After he received the world and campaign description (which included that it would be a heavy roleplay game), he came up with the following idea (heavily paraphrased from his original text).

Vryn Smithson is a half-doppelganger (real name is Xephnon), a member of a group of doppelgangers from Faerun whose spelljammer malfunctioned and crash-landed on an island beyond the shores of Chorenn.  Seeking to make their way in this strange new world, they sent some scouts out to learn of the ways of the human, but after one disastrous incident, they realized they needed a breed of doppelgangers that would not be revealed by such simple spells as dispel magic.  They bred a small number of half-doppelgangers, who hold on to the form they choose in areas of no magic, but do not have any telepathic abilities.

The original Vryn was an inhabitant of a small fishing village in Japrilis.  One day, when he went out to fish, Xephnon captured him, learned of his life and attitudes, and then killed him, taking on his persona.  He then declared to his “family” that he felt the call of a wandering life and left the village to travel to distant parts of Chorenn.

The doppelgangers intend to slowly invade the human world, taking over the populace and seizing their lands.  They eventually plan to usurp the throne from the (in their eyes) weak and pitiful human king and rule the land secretly.

I think you can probably see the problem here.  I’m going through all this trouble of creating a campaign in which Nathan’s character is going to take the throne, and Robert’s character is going to murder him and take his place the moment Nathan utters a word of it!

Thus, a number of days of discussion (verging on argument) passed.  While I felt that it was an interesting character, I also felt that it was intended to destroy the world that I had spent so much time creating.   On the other hand, I didn’t want to disappoint Robert by nixing the character he wanted to play. 

That’s one of the problems with playing with your spouse, by the way: There’s more than just the game at stake.  It’s not like the game is going to destroy your marriage, but there are other feelings at work.  Luckily, neither Robert nor I take things that happen in the game personally (though I do want to make him happy in the game, too). 

After much wrangling, we came to a compromise that made us both happy.  The doppelgangers find Chorenn to be boring and backwards (especially compared to Faerun!) and want to fix their crashed spelljammer and get the hell out.  To do this, they need to amass magical items to drain their power into the spelljammer’s engine, then start it using psionic power.  However, the doppelgangers are unable to provide the flavor of psionic power that it needs, and must organize at least two hundred humans to provide it (even humans without obvious psionic power have a bit of psionic energy that the doppelgangers can harness).  Vryn and his half-breed brethren are seeded in the human world and are attempting to solve the problem.

With this, we were able to satisfy Robert’s craving to play a shapeshifter and yet avoid the destruction of my campaign.  While Vryn is wholly dedicated to his task and will not balk at committing evil deeds to accomplish it, he will look for and take alternate routes, since causing chaos and possibly attracting attention to himself will only hinder him.

Vryn is definitely single-minded in his pursuits (his specific task is to gather magical items and feed as much information about Chorennii religion back to the doppelgangers as possible), and that has opened him up to character development: Will he learn to work with the humans with which he travels?  Perhaps he might find other goals that he finds more worthy.  You’ll learn about this when we get to appropriate points in the actual campaign history.

The character was built with 2 effective character levels from his doppelganger heritage; Robert and I both agree it should have been 4, but that would be too hard to reverse-engineer now.  I believe (without actually checking my notes right now) that his original character had levels in ranger (with favored enemy human), fighter, and the prestige class War Shaper.  My husband is quite the powergamer, so Vryn has become a very powerful front-line fighter, but this turned out to be good, since the only other melee character in the group, Sparrow, is heavily built towards defense and diplomacy.  On the other hand, it means that Vryn is extremely difficult to kill (*wink*).

Vryn has made the character interaction and storyline of the campaign much more interesting, and while I had envisioned a group of human adventurers, I am glad that I allowed the character.  Robert, of course, has much to do with it, since he plays the character as not quite so nice as everyone else, adding much-needed tension to the group.  In retrospect, I should not have allowed Zoriya to be half-elven, because it added nothing to her background or roleplay; the character and her history would have been the same if her mother had been human.  I think if I were ever to write a novel of this campaign (I’ve considered it, though I am not a skilled prose author), Zoriya will be human.

Rage and magic February 28, 2008

Posted by chorenn in Player Characters.
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(Spoilers)

(Note:  My descriptions here will be about both the character and player, because you cannot separate the two.  Thus, some of what I write may seem harsh or critical.)

The magic-user of the party was Zoriya, played by Mel.  I use the past tense because Mel is no longer playing and Zoriya has been replaced.  Mel did play for about 1.5 years before she decided to quit due to other obligations.

Mel was newly introduced to D&D 3.5 rules.  She had played tabletop RPGs many years ago, probably during AD&D, but her only recent exposure to a similar genre was her experience in Final Fantasy XI and World of Warcraft.  Thus, there was not only the difficulty of encouraging the player to develop a vibrant, three-dimensional character, but also that of teaching the player the rules.

Unfortunately, the experiment did not work well, and you’ll see why later in this entry.

Zoriya was half-elven in a world where elves were unknown.  The elves tend not to mix with humans at all, and haven’t for over a millenia, and thus they are considered creatures of legend.  Zoriya thus had to conceal her race by wearing hoods and head scarves.  As a child, she loved her parents very much and was devastated when they were killed during King Harold’s invasion of Valuria.

She always had studied magic, but threw herself into her craft after her parents’ death.  A second blow came when her cousin, a full human teen girl who had been studying in Nemeril, committed suicide after telling Zoriya that she had been raped by Prince Johnathan.  (I added this part to her background.)  Zoriya then left her homeland, travelling to find meaning as well as to exact revenge from the royal family that brought so much sorrow to hers.

Her story is a little trite — the angsty wizard driven to revenge by terrible circumstances — but it should have been interesting to play, especially considering the eventual conflict with Sparrow (and probably Falco).  However, this never blossomed.  A lot is to be blamed on Mel’s handling of the character, but you must also consider that I did a poor job of helping her along.

There were a number of problems, any one of which probably wouldn’t have affected anything much but together were devastating.  The first problem was that I assumed that, given a list of rules pointed out specifically, they would be read and understood.  For example, when we began character creation, I sat with Mel for two hours and went through all the rules on how to create a wizard.  At the end, I pointed out that there were things we didn’t cover, but this is what we haven’t done and she should read them and decide if she wants to use them.  The next day, she assured me that she had read them, and yet later, I found that she used none of them.  One of them was the rules on magic specialization — Zoriya wasn’t specialized until I gave her a quest to get specialized.

The second problem stems from the first.  If a player isn’t actually familiar with the rules (or maybe she just wasn’t thinking about them, only reading), she cannot apply them to her benefit.  This happened daily, with her inability to choose appropriate spells to use, and her forgetting from week to week what actions she can take in a round.  There were also instances in which she failed to use her character’s abilities correctly.  For example, once, when she was alone, a monster (large, “covered in scales and with horns and spikes bristling on its back”) stepped through a portal and landed in front of her.  Instead of using a Knowledge (Arcane) check to attempt to identify the monster (it was a demon or devil of some type) as something about 3 CR levels above her with immunity to lightning, she simply stepped back and threw a lightning bolt at it.

The third major problem was that Mel never actually was Zoriya.  To her, the game was throwing fireballs and cracking out-of-character jokes.  She never visualized what Zoriya was seeing, or felt what Zoriya was feeling.   She took no initiative (when I told what she had to do to get her character specialized and said that she’d have to ask the party to make some time for her to do it, she dragged her feet for nearly six months, and made two levels within that time), even when it was her character’s main goal (when I gave her the opportunity to assassinate Prince Johnathan, she discussed the strategy with the party for two sessions, then, when she finally got there, she did nothing, barely even speaking throughout the entire session.)

Here’s an actual exchange during a session. 

Mel: “Oh yes, the prince wronged my… who was that, my niece?” 
Me: “Your cousin.” 
Her: “Oh, and what did he do to her?” 
Me:  “He raped her.” 
Her:  “Oh yes, that’s right.  Wait, she died from the rape?” 
Me:  “No, she committed suicide.” 

While I don’t expect people to remember every detail of their character’s background, I do expect them to remember the single driving force of their life.

As we played, it became clear to me what the problem was:  Mel was expecting D&D to be like WoW.  In an online RPG, your character has a very clear role in the group, and very few options, with the rules being taken care of by the software.  Character interaction is rarely an issue, unless you’re part of an exclusively role-play group.  Scenes are displayed to you, rather than requiring your imagination to paint them.  Motivation comes in the form of wanting to gain experience to make level, or finding the items you want, or going with your friends to hunt or raid.

D&D, or at least my campaign, has very little of any of this.  The actual point of my campaign was to have the players live the life of their characters, through their eyes, and not as simply as statistics on a sheet of paper.  And the more you live your character’s life, the more options there are.  You don’t just need to choose which of your ten pre-loaded skills to use, you now must make the decision about whether or not to use it (“maybe we shouldn’t be killing this monster…”).

D&D turned out to be much more complex than Mel expected.  In retrospect, she should never have been allowed to be the wizard, which is arguably the most complicated base class to play (of the ones in the Player’s Handbook); Robert (my husband, whose character I haven’t yet discussed here) should have been the wizard and Mel should have taken the straight fighter.  Combining the three problems — ignorance of the rules, inability to apply the rules and her abilities, and lack of immersion — made the experience very frustrating for everyone at times.  When Mel’s personal life became busy, she found it was an excellent excuse to bow out of the game due to time constraints.  While I do think I could have done more to help here, there is a limit to how much I’m willing to hold the hand of a player over the lifespan of a campaign that is now into its third year.  I think it ended about as well as could be expected.

Searching for peace in a war-like world February 1, 2008

Posted by chorenn in Player Characters.
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(Spoilers)

(Note:  My descriptions here will be about both the character and player, because you cannot separate the two.  Thus, some of what I write may seem harsh or critical.)

The next character to discuss is Falco Bors, played by Kyle.  The reason for this is that the other two characters, played by Robert and Mel, are rather complex and will take some time.  Falco is a lot easier to define.

Kyle assumed the mantle of rogue for the group, but didn’t want to play a classic rogue.  He instead created a scout/ranger with a tragic past.  Falco is a native of Lasquibur, the region which is perpetually in territorial and racial struggles with its neighbor, Chondheim.  Falco grew up in a peaceful fishing village, but it was invaded and razed by Chondian forces, and he barely got away with his life.  His anger over the event prompted him to join the Lasquiban military, where he specialized in scouting and reconnaissance.  However, he soon tired of bloodshed, and when he got the opportunity, he left the military and his home region, seeking peace.

I pegged him as the unknown wild card in the group and added a bit more to his background.  While he was in the military, his abilities were noted by those he didn’t know were watching him, and at some point, he was offered a position in the Obsidian Guard, the king’s secret service.  I thus had to create how exactly the OG worked, so that Kyle could adjust his character accordingly.

The Obsidian Guard (or kingsmen) live incognito among the citizens of the realm, watching for any possible treasonous activity.  They are unmerciful and ruthless, and those who speak against the king may suddenly disappear, never to be heard from again.  The kingsmen have a more open presence in Nemeril, where the officers of the corp run it day-to-day, but in the rest of the kingdom, no one knows if the person sitting next to him is a kingsman.

In order to make this plausible, I gave the OG a secret language, like a thieves’ cant, in which words and gestures made during normal conversation convey other messages.  Kyle was required to take the language normally (one of his starting languages).  Thus, one OG can identify other OGs by observing someone talking and seeing if their language makes OG-sense.  News and information is passed by word of mouth, which is often very slow — a piece of information, even when the OG is trying to spread it, may take weeks or months to travel to the next town, depending on the travels of the kingsmen.

The kingsmen are divided into two “ranks.”  One is the “observer” rank. These kingsmen live their lives and if they see a problem, report it in rather than do anything about it.  Thus, they are not required to have combat or stealth capability, and they are more successful at maintaining their cover.  The other is the “operative” rank, those that actively do missions, kidnap, arrest, or execute people, etc.  They are less concerned with maintaining cover, since their work is much more open.  Falco is actually a member of the second group, though he infiltrates like the first.

Falco does get paid for his work periodically (I’m not sure I’ve paid him recently; I better check).  He, however, has only met OG that either trained him in Lasquibur or he has established contact with on his journey.  He has never been to Nemeril and has never met the established Guard there.

Kyle accepted this bit of subterfuge very readily.  He decided that Falco joined them for idealistic reasons, believing that they actually are bent on doing good for the realm and the king, rather than being secret police.  In the course of the game, Falco has been discovering that all is not as it seems, and is wondering if anything in the world is good.  As yet, the party has not discovered his secret agent status, though, unbeknownst to Kyle, two of the party suspects him.

(As a note, this wasn’t the direction I was hoping Falco would take.  I wanted Kyle to use his connections in the OG to eventually start funnelling information to the party, but as it is, Kyle is straddling the fence, trying to live up to his obligations on both sides.  It is starting to crumble, but not completely yet.)

The devotee of the goddess of all magic January 11, 2008

Posted by chorenn in Player Characters.
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(Spoilers)

(Note:  My descriptions here will be about both the character and player, because you cannot separate the two.  Thus, some of what I write may seem harsh or critical.)

The first character I want to discuss is Brother Steplan Krag, a magic-item creator and devotee of the goddess Mystra, played by Bret.  It is important to note that the final version of the character was not what Bret wanted to play; he had wanted to play a wizard with magic-item creation skills, and not a cleric.

Brother Steplan was born in Irilyth, in Valuria.  He lost both parents during the War of the Pass (Harold’s invasion of Valuria) and was raised by his maternal grandfather, Augustus Malix, a professor of fey languages in the Surculus of Ianus, the famed arcane academy in Irilyth.  He fell into a friendship with one of the school’s blacksmiths, Tidus Cromwell, and became interested in crafting.  Enduring his grandfather’s wrath (because he was choosing such a menial vocation), he combined his love of crafting and magic, becoming a talented item creator.

When he graduated, he immediately was offered a position crafting weapons for the King’s Armory in Tarnas (Valuria’s capital).  Knowing that these weapons may be used against his own people and that his parents died at the hands of the king’s army, he refused, attracting the attention of the Obsidian Guard, who began to attempt to intimidate him into accepting.  When his grandfather was accosted by “brigands” outside his own home, Steplan realized that his decision was endangering those around him, and decided to move on for his grandfather’s sake.

In play, Steplan was an enthusiastic supporter of Mystra, always proselytizing and handing out informational pamphlets.  He was also mostly concerned with applying his trade and creating magic items.  However, this began to cause some serious problems in the campaign.

First, Steplan’s first impulse when meeting someone new was to say, “Do you know about Mystra?” and attempt to stuff a pamphlet into that person’s hands.  It started, of course, when meeting the other player characters, but continued with every NPC they met.  It was funny at first, but became annoying quickly.  At one point, the party was attempting to establish diplomatic relations with a slightly hostile half-orc (half-Tarn, actually – the Tarn are the orcs of Chorenn) tribe, and when Sparrow stepped up to greet the already-suspicious leader, Steplan jumped forward, interrupted Sparrow’s greeting, and started waving pamphlets in the leader’s face.  And this is all coming from a lawful good character.

Second, whenever the party had some downtime in a city, Steplan would rent a workshop for a little while and create magical items for the party, usually giving them to the other characters for free.  This caused two problems.  Steplan became dirt-poor, since he was buying the materials but not charging for them.  The other party members began demanding that he charge them, and even then, he still gave them discounts.  Then, he also began lagging, level-wise, behind the party, because the item creation rules in D&D mandate that the creator lose experience points when creating these items.  (The general consensus is that this rule is stupid — you lose experience for doing something new?)  At the time that Bret left the game, Steplan was lagging nearly 1.5 levels behind the party.

The bottom line, though, was a personality conflict between Bret and the direction and feel of the campaign.  Bret is an enthusiastic player, but he has a tendency to obsess about one or two things, especially those that get him laughs or gratitude.  A major example of this is the fact that while he spent much of his time poring over the rules for magic item creation, his character, who was wearing a breastplate, had an armor class of 16 — worse than the armorless wizard.  He had simply not bothered to consider the combat equipment of his character because he was so busy coming up with ideas for proselytizing and items to make.

Part of the problem also stemmed from my inability to deal with the situation.  When he thrusted the pamphlets at the Tarn leader, I suggested that he reconsider his actions, in light of the fact that his character has a wisdom of 20 and should know that this would not be acceptable.  Instead, I should have had the Tarn leader disdainfully grab the pamphlets, eat them, and then make the subsequent negotiations harder for the party.  I know now that, instead of telling the player what he’s doing wrong, I should have punished him in-game, to both let him know subtly what’s wrong and also reinforce the point that it’s the character, not the idiosyncrasies, that are important.

One other mistake I made was to attempt to help him increase the effectiveness of the character by making suggestions of things he could change retroactively (mostly, it was suggesting that he pretend he had never bought his +2 crossbow [which he never wielded even once] and add some magic to his breastplate).  This, I think, had the effect of insulting him, implying that he couldn’t build an effective character.  I also believe that he honestly had no interest in combat effectiveness, considering that his character did what he wanted it to do — create magic items.

Bret left the game after about eight months, saying that he no longer had time for multiple games because he was studying for his Microsoft certifications.  I am quite sure that he really left because the game wasn’t what he wanted, and his character wasn’t what I wanted.

Everyone else… January 10, 2008

Posted by chorenn in Game Mastering, Player Characters.
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After the creation of Sparrow came the gathering of the rest of the players.  Robert, my husband, would be one of the other players, but none of the other spaces were filled.  One of the problems was that many of the members of Robert’s and Nathan’s campaigns were not good roleplayers — to them, a character was a set of numbers written on a piece of paper, and “parley” meant to say, “My character says, ‘I guess that’s ok,’” in as dead a voice as possible.  So they were out (almost).

I began considering all of our friends and who might fit into this campaign.  Of the previous group, the only one I chose was Kyle.  While he wasn’t an outstanding roleplayer, he still understood the concept of character and played the personalities he chose well.  However, the last two players, to round out a group of five, were difficult.

The next person I chose was Bret.  I knew him from an old D&D group, in which he played a bard under 3.0 rules.  He still managed to make that character effective (and it became even better under 3.5 rules!), and his ebullient roleplaying of that character was memorable.  He is also an enthusiastic GM, weaving wonderful worlds and stories.  I was very happy when he accepted.

The last choice was Mel (short for Melissa).  Mel had not played any 3rd edition D&D.  She had played 2nd edition many moons ago, and her only recent exposure to gaming was World of Warcraft and Final Fantasy Online.  However, she was eager to get back into table-top gaming, and other evidence suggested that while she might have a bit of a problem learning the rules, she should be a good roleplayer.

Once the choices were made, I let the players decide for themselves what types of characters they wanted to make.  This resulted in no cleric:  Kyle – scout; Robert – fighter; Nathan – fighter; Bret – wizard; Mel – something archer-like.  After a bit of soul-searching, they decided they needed a cleric, so Bret moved from wizard to cleric, and Mel became the wizard.

I want to note here that this presaged future problems.  First, wizard is a very difficult class to play, and I should not have given the rookie player the wizard.  Second, Bret wanted to make a magic-item creation wizard, and when he switched to cleric, worked very hard to make that cleric a magic-item creator, to the detriment of his fighting and combat-casting ability.  It resulted in his being unsatisfied with the character, and I believe it was one of the reasons he chose to leave the campaign.

However, the party was set, and the players made their characters.  At this point, I worked with them all to make their characters unique.  Here are the things I did.

1. I forced them to create a solid, cohesive character background, including naming locations where they lived and people that they knew.  They all did work hard on this, which is good.

2. I added to their backgrounds.  I decided that there needed to be two things each character really needed. First, they needed friends and family, and enemies, so that they weren’t just isolated adventurers who no one cared about, and who cared about no one.  Some of them listed some contacts; I gave them more.  I gave them named people and described their relationship with that person.  Second, I gave them goals.  Some were as concrete as “you want revenge on person X for event Y” and some were as nebulous as “you’re angry about this, and you want to do something about it, though what, you haven’t figure out yet.”  This gave them direction and an initial momentum.

3. I added to the characters.  One of the limitations of the D&D character generation system is that there is little difference between one character and another, and if a character is different, he’s usually also less powerful.  For example, if you create a base fighter and get the fighter feats and buy the fighter skills, there are tons of other fighters out there just like you.  If you decide that your fighter was the son of a blacksmith and therefore spend skill points in Profession: Blacksmith, those are points that make you less powerful than the fighter who spent the points in Climb (or, more importantly, Spot).

So, I gave the characters a little more than usual, without penalizing them by requiring they give up something else.  For Sparrow, he got a number of points of Knowledge:Nobility, since he should know that stuff.  Since magic is supposed to a common (but not studied) thing in Chorenn, a couple of the characters received small magical powers.

Stay tuned for the rundown of the characters.

I am the Kingmaker January 10, 2008

Posted by chorenn in Game Mastering, Player Characters.
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(This article contains spoilers.) 

Two of the major motivations for this campaign were 1) wanting to model the story on the plot of the book The Silver Sun, by Nancy Springer, which revolved around the journey of a young prince to becoming king, and 2) wanting to give one of my players a chance to bring the party together around him and forge his own destiny.  Thus, the first thing I needed to do, after creating the world, was to start working with the player to create the young prince.

The player in question is named Nathan.  By the beginning of the campaign, I had been gaming with Nathan for nearly four years.  Robert (my husband) and I were invited to join a gaming group consisting of co-workers at my new job.  Nathan was one of the players, playing an Arcane Archer named Delnor, and the campaign, set in the Iron Kingdoms campaign setting, was run by Mac. When that campaign ended, I took the job of GM and moved the characters to the Forgotten Realms. After that, the group evolved — players came and went, and Nathan and Robert each started their own campaigns, with different characters — but through it all, Nathan, Robert, and I remained.

Personality-wise, Nathan tends towards the stereotype of British nobility: Tall, quiet, proper, with strong convictions, and a tad supercilious. His interests lie in that romantic direction: He studies fencing and swordplay, as well as history and his own geneaology. And physically he fits that model as well; picture a young Prince Charles, though much better-looking.

Both Nathan and Robert are strong roleplayers with very different styles: Robert tends to be the talker and the take-charge guy, while Nathan prefers to take the role of either the intellectual or moral backbone of the group. Also, while he is good at assuming the personalities of his characters (even those very different from his own), Nathan tends to get tongue-tied when improvising. These things together usually resulted in Nathan living in Robert’s shadow to some extent.

Thus, when I came up with the idea to create this campaign, Nathan was an ideal choice for The Silver Sun’s Prince Hal. Nathan’s personality fit the character so closely that when I mentioned the concept to my friend Bob (who is my advisor and co-plotter on this campaign), his first response was, “Oh, that’s cool! And you know who’d be perfect for this character? Nathan!”  This would also give Nathan the chance to be the center and focus of the group, since eventually, if his character so chose, he would be leading them towards seizing the Chorennii monarchy.

 The next step, then, was to ask Nathan.  This needed to be done carefully, because if Nathan refused the role, then he needed to have as little information as possible about it so that he could not spot the rebel prince among his party members.  Thus, I gave him a very short synopsis of the character — a prince, the son of a cruel and evil monarch, hated by his own father, runs away and is trying to make his own life in the world.  Whether or not he decides to claim the throne is up to the player.  Luckily, Nathan jumped on it immediately.

One of the main things that I learned in this campaign is that if you give your characters the ability to control their own destiny, they will work hard to do so.  In previous campaigns, I had always either followed the module I was using, or simply given the players a quest to follow, and they dutifully searched the walls, stabbed the monsters, and scoured the dungeons clean.  It’s fun, but it’s limited.  In this campaign, I’ve given the players a world and their characters real lives, and they’ve lived their lives.

In this particular case, Nathan came back within a day with piles of character background.  He already had names for his family, and had invented an older brother, who was cruel like his father but had been killed in an accident, leaving his younger brother as an unwilling and untrained Crown Prince.  (This was an improvement over Hal’s situation as an only child in The Silver Sun — it had never sat right with me that King Iscovar had deliberately alienated the heir he so desperately needed to control.)   Some of his background had to be modified, since I hadn’t yet defined the world for him, but the enthusiasm was refreshing.

Thus, Prince Johnathan, alias Sparrow, was born.  King Harold, the monarch of Chorenn, finally achieved what his forebearers could not and subjugated the monarchy of Valuria.  In return for not leveling the country, he demanded the hand of Valuria’s Princess Cynria, knowing that her issue would then both inherit the monarchies of Chorenn and Valuria, uniting the two once and for all.  Her first son,  Thomas, was groomed by Harold as the heir, and became as cruel and greedy as his sire.  Harold, and thus Thomas, ignored Cynria and her second son, Johnathan, who she called her “little sparrow,” leaving her to raise him to love peace, beauty, and music.  Sadly, she died when Johnathan was sixteen.  When Thomas was killed in a freak accident during military training and Harold went into a rage, Johnathan fled the castle before the king turned his attention on him.

The young prince fell in with a group of outlaws in the Ravenheart Woods, though he soon learned that these were decent folk who were simply making their way in the world.  He learned much about the outside world from them, then left to find his own fortune, wondering if he should be returning to the castle for his birthright, rather than fleeing from it.  One day, in Silverleaf, on his way to Fin Quil, he met with a cleric of Mystra going his way, and they chose to travel together…