Mearls ([info]mearls) wrote,
@ 2008-03-21 09:10:00
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Current music:"The Logical Song" - Supertramp

Your Job is to Chase Characters Up Trees
So, years ago Ron Edwards (I think) introduced the idea of kickers and bangs in Sorcerer. I own Sorcerer, read it, and thought I understood them. Here are the relevant definitions, lifted from John Kim's theory glossary:

Bangs
A term from the game Sorcerer, originally "those moments when the characters realize they have a problem right now and have to get moving to deal with it." In Forge discussion, this has become "introducing events into the game which make a thematically-significant or at least evocative choice necessary for a player."

And here's a good example, lifted from this thread, from a post by Ralph Mazza:




You have a character who's a priest of an altruistic diety. You have a relationship map that highlights various enemies of the priests family.

Bang: A house is burning and one of the most villainous members of the rival family is trapped inside...what do you do?

The priest chooses to: go and get help, run inside to effect a rescue, pray for a miracle, or walk up and make sure the door is barricaded extra well...even simply walking away says something about the character and most importantly each choice opens a wealth of potential following issues.

There simply is no way for the character to avoid being touched by consequences. The player's only option is to chose which consequences to take. That's a Bang.




And here's the glossary's definition of a kicker:

Kicker
A term from the game Sorcerer: "The Kicker is an event or realization that your character has experienced just before play begins. It catalyzes him or her into action of some sort."

There's also a good thread that goes into some detail on the difference between a kicker and a classic character hook.

EDIT: Here's another link with more good commentary on kicker's. In particular, read Ron's first post in the thread:

http://www.indie-rpgs.com/forum/index.php?topic=1321.0




OK, so a lot of this stuff is basic RPG theory and covers some now fundamental methods to put characters into motion. The big reveal for me is that, for the past few campaigns, I've been unhappy with how the story has progressed. My last Eberron campaign in Boston was a lot of fun, but since then the games have felt a little flat.

So, yesterday, to kick off my Greyhawk Temple of Elemental Evil campaign, I trotted out a set of Traveller-style rules I built with an eye toward kickers and bangs. The rules lack significant mechanical impact on a PC. Instead, they build kickers right into the character's background. We ended up with some really interesting characters with lots of reasons to push the story ahead. The kickers it produced also suggest a number of bangs that can come up in play.

The really nice part is that I designed the tables to speak directly to the setting. The characters were from a place on the map, and the events that led to their kickers were derived both from player choice ("Here's what I think about my character...") and background information ("You're from Highfolk, and during the first year of your arcane apprenticeship you were pressed into military service to repel a major raid by orcs from the Empire of Iuz. Here's what happened...")

The thing I realized is that, to mangle a quote from someone (a director?) a lot smarter than I, my job as a GM is to chase the characters up a tree and let them figure out a way to get down. The thing is, there's a snake climbing the tree, the tree's on fire, there's a mob of zombies around the tree, and the rescue chopper floating overhead is piloted by a drunk 5 year old. You've got choices, but none of them are "I sit in the tree and while away a pleasant afternoon with happy thoughts." There's peril in every direction. As Ralph said in the quoted bits above, not choosing is still a choice with interesting consequences.

Now, the tree example isn't perfect, because ideally all of those decisions are tied to the characters, but the gist of it is there.

Much of this is basic stuff for people versed in RPG theory and indie games. I find it interesting because, while I knew about all this stuff and had used it in the past, it was a good exercise to poke around and review what I already thought I knew. Sometimes we know things, but we forget to use them.

I have to check to see if the tables are something I can post (they refer to some 4e-specific rules), but there's another interesting lesson I learned from them. Players, especially D&D players, are risk averse. They don't want their characters to die. They'd rather find the safest way to get treasure and beat a villain. I think that if I used my "power" as DM to force interesting backgrounds on the players, they'd rebel. Most D&D players want a background that looks like this:

1. My character has no notable friends and family.
2. My character didn't have any major villains or real issues with anyone.
3. My character wants to... get some treasure?

These are all really safe, easy statements. There's nothing there that can pose a threat. It's exactly what the smart, no-risk gamer wants.

As DM, I don't want that. I want to chase the characters up burning trees. However, if I just toss them into a tree, I'll get resistance. That's railroading. It's not really interesting, because a GM can always just arbitrarily throw stuff at characters. Arbitrary is stupid and bad in games, because the fundamental promise of games (interaction! choices!) runs directly counter to it.

The tables, OTOH, are neutral arbiters. Nobody argues with a table. Nobody resents that the table is loading juicy, interesting, dangerous bits of background into their characters' lives (Your cleric PC... will be burned at the stake if the high priests knew what books you were reading! Your gnome wizard... was the target of an attempted assassination, and you have no idea why, but you think these guys might be from the very government you serve as a diplomat!) The table is arbitrary, but it's also random. It's an impersonal safety-killing machine.

So, that was my experience with a Trav-style system aimed purely at story rather than mechanics. It was fun, and I hope to post a human readable and usable version of it soon.



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[info]kadath
2008-03-21 04:58 pm UTC (link)
Most D&D players want a background that looks like this:

1. My character has no notable friends and family.


Rule One: Kill off your family in backstory. Always.

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[info]mearls
2008-03-21 04:59 pm UTC (link)
Heh. In my games, they now come back as vampire zombie liches. Muahahahahaha!

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[info]kadath
2008-03-21 05:03 pm UTC (link)
Then I kill 'em for XP!

If they're alive, they can be used against me. *paranoid darty eyes*

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[info]the_tall_man
2008-03-21 06:58 pm UTC (link)
Uh... So you'd rather fight generic villain X?

'Cuz, well, you're gonna fight someone.

(Note: My humorous-sarcasmomanometer may be broken, here. I pointed it at your post and it shrugged.)

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[info]kadath
2008-03-21 07:00 pm UTC (link)
My humorous-sarcasmomanometer may be broken, here.

Yeah, you should probably get that checked.

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[info]the_tall_man
2008-03-21 07:03 pm UTC (link)
Damn.

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[info]lemurtanis
2008-03-21 05:18 pm UTC (link)
Current music: "The Logical Song" - Supertramp

BWAHAHA!

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[info]mearls
2008-03-21 05:30 pm UTC (link)
What is so funny about listening to Supertramp? They're pretty good. Breakfast in America ranks right up there.

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Success!
[info]pneumatik
2008-03-22 12:47 am UTC (link)
Ah, good. The device functions properly. Now to point it at others who don't appreciate Supertramp.

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[info]noahvale
2008-03-21 05:22 pm UTC (link)
Well said, thank you!

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[info]dru_moore
2008-03-21 05:23 pm UTC (link)
I must be a freak - I usually write tons of enemies and 'soft spots' into my character background.

I like subplots and I like reasons that propel my character into the adventuring life beyond 'I want stuff'.

I'd be keen to see your charts when you post em Mike. I've used my own home grown charts and game-produced stuff before - but its been a while (mostly been playing RPGA stuff for a while - less opportunity to use those).

Keep posting.

Dru

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[info]dru_moore
2008-03-21 05:25 pm UTC (link)
Oh and thanks for the kickers and bangs definitions. Its funny how many things you know but have never defined as a gamer/GM.

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[info]pjack
2008-03-21 05:34 pm UTC (link)
I love all that "hippie indie theory crap". It makes me happy when I see those ideas filtering into more traditional games. (I know it's been going on for a while, but I rarely see it in action.) A couple of questions:

1.) What do you do when the tactical decisions in D&D conflict with thematic character choice? In other words, what do you do when a player must choose between winning the combat, or choosing a strong thematic action for their character?

In a sense, players in this situation are being punished for roleplaying. By taking "inefficient" actions and thereby losing the battle, they lose the chance at XP, treasure, etc. Do you have a "roleplaying award" as counterbalance?

2.) If a player didn't like the table's result, did you allow them to reroll? (I really like the idea of the table, by the way!)

3.) Did you get players who immediately tried to make their kicker "safer"? ("An assassination attempt? I didn't sign up for that! I quit my job and go into hiding. In the sewers.")

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[info]mearls
2008-03-21 05:47 pm UTC (link)
1. 4e's quest and experience point structure allow you to still reward the character. You might even introduce a better reward for losing or avoiding the fight.

2. The only re-rolls we had were for region of origin. One player wanted three choices because he wasn't sure what he wanted to play and preferred options. The fun part of the results, and something that I'm worried is hard to convey in text, was the back and forth with the players. We had one player roll that he had been captured by slavers. I let him tell me how that happened. It gave the player a sense of control while also allowing him to build an event that spoke to his character's strength.

3. Nope! They ate it up, I think in part because they looked around the table and saw that *everyone* was neck deep in trouble. Involving them in the process gave them a sense of ownership. Also, the kickers tended to give them more power and a better place in the world than Generic Adventurer #8. For instance, one character is a middling rank diplomat, another is a minor war hero, another as attained several ranks in the church of Boccob, and another is carrying a weird artifact. They really liked that they weren't nobodies - the peril they're in came with some story and character options that they likely didn't consider typical for a level 1 character.

In a way, they liked it because it wasn't just "Someone is gunning for me", but "Someone is gunning for me because I'm important."

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[info]pjack
2008-03-21 06:24 pm UTC (link)
4e's quest and experience point structure allow you to still reward the character. You might even introduce a better reward for losing or avoiding the fight.

That is punk rock awesome.

I presume that the players are informed of the rewards up front? "In this scene, you'll get XP if you succeed at either X, Y, or Z, and a bonus if you also do W."

I suspect it might get tricky if the characters have separate goals in the scene. ("I want to let the goblins capture me!" "I want to run away, because I'm terrified of worgs!" "I want to collect goblin ears!" "I want to become the next Goblin King!") D&D is a cooperative game, so the DM would strive not to put characters in such situations. But it's bound to happen, from time to time. (Unless the players are playing purely tactically, I suppose.) Is the 4e quest and experience point structure robust enough to reward wildly different actions from different characters, in a single scene?

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[info]zakarntson
2008-03-21 06:05 pm UTC (link)
This dovetails nicely into a half-baked "old D&D Red Box I'd write now to give myself in the 80's" project I'm working on. It feels uncanny how much Mearls' posts and the Wizards website addresses all sorts of concerns I have with D&D.

pjack, To solve problem 1), you tie the "lifepath event/situation" into the XP reward. So the players know they can get XP whether they fight or not. If D&D still has the "overcome the situation" reward, well hell, you can overcome it by NOT fighting AND stay within the rules.

Of course, if you want to encourage things like, "I let the goblins capture me," because it's thematically appropriate but doesn't fill the "situation solved" XP requirement, you'll have to house rule somehow (or count "getting captured" as "avoiding the immediate encounter and worth XP").

Mearls, it's interesting what you say about most D&D players being risk-averse. I don't think that way so much that it doesn't occur to me when playing, running or designing. In fact, it explains the disparity between my PCs and others' during a game I've played in (or two)! Thanks for pointing that out.

[PS - I didn't "reply" to pjack's comment at first. Sorry, Mearls, for the double-alert email]

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[info]awakeasaurusrex
2008-03-24 12:32 am UTC (link)
Of course, if you want to encourage things like, "I let the goblins capture me," because it's thematically appropriate but doesn't fill the "situation solved" XP requirement, you'll have to house rule somehow (or count "getting captured" as "avoiding the immediate encounter and worth XP").
Why not straight up bargain with the PCs? Say "Hey, guys, if you let yourselves get captured I'll give you [a number] XP?"

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[info]zakarntson
2008-03-24 06:07 pm UTC (link)
That's a good point.

I'm writing in the headspace of it being a player-driven decision. The GM presents a situation and the players then try to solve it. In this case, one player pipes up with, "I think it would be awesome if we let ourselves get captured. I want to see how we'd deal with that." and the other players agree. And the system supports it by handing out XP.

D&D has an explicit solution: Kill the badguys. Yeah, I know there are "roleplaying rewards" and "besting the encounter" rewards. But where are the rules for not-fighting-it-out? They're there, but overshadowed by an entire chapter on combat and some beefy weapon & armor lists. It's not like you have a laundry list of items that boost your Leadership and Bluff skill checks.

I like your take. If the GM bargains with the PCs, like you say, you suddenly get explicit system encouragement for alternative actions. Of course, your group still has to balancing their reason to use the D&D rules (awesome combats) with the desire for some interesting player-driven decisions (awesome story).

And if the group eases into this sort of thing with GM bargaining at first, and the group enjoys the style, it would likely naturally lead into intersting player- and GM-driven solutions!

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[info]rob_donoghue
2008-03-21 05:47 pm UTC (link)
Have you seen Reign's chargen? The thinking is not unlike lifepaths (which I love) but the elements are non-sequential. Your character has these experiences and ties, but the player gets to look at them and thread them into a narrative. It's pretty satisfying. There is a trade off, in that that makes it less neutral, but it does increase player buy-in if they do it.

I would also give a shout out to Chris Aylott's dramatic feats in "Dynasties and Demagogues". They were basically feats that were also character hooks with the mechanical benefit of paying out in an action-point-equivalent. They were, if nothing else, a nice carrot to offer as an alternative the the Stick 'o Plot, and something like that would probably complement the kind of tables you're talking about nicely.

Of course, in my heart of hearts, if such tables existed I would _love_ to see a quarter page or so added to published modules (or just added as web content) of modifications you make to the table if you plan to use this particular adventure in your campaign. Sure, you're not going into the Temple of Kiaran until you're twelfth level or so, but if the table says he killed your family, it means that elements of the ToK module can color the campaign from day one, and make it all feel much more like a coherent story.

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[info]boymonster
2008-03-21 06:46 pm UTC (link)
It is the height of irony that rather than let me run a game of REIGN here at the Margaret Weis Productions offices after-hours, I am being told that I must run 4th edition D&D, that since I am the guy paying so much attention to 4th edition D&D that I must be the one to run it, and that all other games are secondary to my running said 4th edition D&D game.

Which makes me sad, because I really do want to try REIGN out.

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[info]wyldelf
2008-03-21 05:51 pm UTC (link)
Very cool stuff.

The problem with tables, is that you can only put so much on them (although you can make ones to rival Rolemaster's critical hit charts), so what happens when the same thing keeps coming up after several games, or in a long campaign they get resolved? I'd be curious to see how these tables help in the long term. Are they designed to be, as Ron says, something that won't get resolved until the end of the game? I could see that eventually, whether it's level 5 or level 20, many issues would get resolved or significantly altered to risk the return of risk-adverse. Do the kickers start to lose steam? How much to players get to invest in their kickers? Because a randomly derived kicker that a player doesn't care about or hates can be worse than simply having a boring character.

People in general are risk adverse. One thing that helps out Sorcerer, and quite a few other indie games, is that life and death aren't on the line all that much. But something else is put at risk (in the case of Sorcerer: your character's soul or other aspect of humanity). In D&D (or GURPS or whatever) if you go up against too much risk, your character might die, forcing you out of the game for some amount of time. And too much risk doesn't have that much reward to balance it. In Sorcerer, risk is a very different beast. Going against too much or too little is mostly narrative effects of big or small wins or losses, but mechanically it's mostly the same. Losing big keeps you in the game for a while, and it's really clear when this risk, no matter what scale it is, could take you out. And given that option, you have the choice of a completely different type of risk (like not using your magical powers to accomplish something, which is harder to succeed at).

In other words, giving players a way to put their characters at risk in ways that simply provide more conflict (more kickers, more bangs, ad hoc and in play) instead of removal of risk helps drive this intention of starting off with kickers. There's a subtle difference between "solve this problem" and "deal with this problem", and I think kickers work best (in terms of creating meaty story) in the latter case. My assumption is that with mechanics that deal mostly in whether a PC lives or dies, then players would strive towards solving the problem, with the goal of lowering their risk. So risk aversion is still there, there's just a big wall in the way, and its on fire covered in snakes.

I just wanted to throw out those thoughts in hopes of seeing what might be correct and what might be incorrect and what totally new insights might arise as you play more games with Kicked Tables.

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[info]mearls
2008-03-21 05:54 pm UTC (link)
The tables are meant to be morphed and switched from campaign to campaign. They're a structure or process. Many of the results are tightly linked to my 4e version of Greyhawk and the conflicts and questions I built into the setting.

Your point about death vs. risk is well taken. I've noticed that in D&D campaign where death is the only thing we fear, I get bored after a while. More subtle, nuanced risks and rewards are more interesting to me. Death means make a new character. Failure means, what's next? You can't threaten a dead PC.

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(Anonymous)
2008-03-22 12:37 pm UTC (link)
So are you saying there's things like Keys and Bags in DnD 4e?

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[info]buzzmo
2008-03-21 06:31 pm UTC (link)
Mike, have you ever seen Clinton Nixon's Sweet 20 keys hack for D&D?

http://files.crngames.com/cc/sweet20/experience.html

I bring it up because I think pjack's point #1 is really important. It also ties to some stuff John Wick was writing on his blog recently (which I think you saw, since you posted over there).

It's vital that the game reward players for making thematic choices, as opposed to tactical choices, if you want to avoid risk-aversion. The quests thing in 4e sounds like it's a nod towards this, for which I am very happy.

I think also ties back to a post you made a few months ago about incorporating GURPS-style disads into D&D. As then, I'd recommend FATE-style Aspects as a better solution, and one that also would touch on what you are talking about here.

If the game doesn't allow players to think of their PC as anything but a chess-piece, the players are going to think of their PC as a chess piece.

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[info]ruinednet
2008-03-21 06:34 pm UTC (link)
I love this type of dangerous backstory for characters in my games. I've got great players who have rolled with what I've concocted for their backgrounds once they've submitted characters, but I think a good randomized choice could improve upon it. I know I'd like to see an example table if you get the chance.

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[info]the_tall_man
2008-03-21 06:51 pm UTC (link)
"It's exactly what the smart, no-risk gamer wants."

This statement makes me twitch a little. Because, see, I've seen plenty of players make characters that way, and have occasionally called them on it, really damn hard.

"You know how we talked about a game with some plot to it, and you liked that? Well, by taking the handles off your character, you don't get immunity to plot hooks. All you do is tempt me to be lazy too, and use sweeping, forceful, impersonal hooks. And that would probably suck. So, could you maybe make it easier for me to run a game that doesn't suck?"

...Okay, I'm usually not quite that grumpy. But still. Gamers that want to play no-risk eventually just don't get asked back... Their characters are BORING.

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[info]kinra
2008-03-21 07:41 pm UTC (link)
It's what the smart, risk-averse "game" gamer thinks he wants, but once they find out how much more interesting an actual story with character-driven plot hooks can be, how very much their later wants change.

I saw it happen with my school Game Developers' Club when I ran a 3e game for them. Bunch of number-crunching computer scientists with a secret love of narrative pathos.

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[info]the_tall_man
2008-03-21 08:10 pm UTC (link)
Heh.

Right up at the top of those comments? Imagine if Kadath had actually been serious. I've had that discussion. And, sometimes, I've seen the lights go on internally as a result - that basic realisation that I, GM, will put adventure in front of you, by hook, crook, or strapping your butt to a choo-choo train (if I truly must). And that they, players, will enjoy it more if it's personalised.

I have also met gamers, though, that want "personalised" without "pathos". And sometimes, they hesitate on the personalised because they assume it MUST come with pathos.

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[info]awakeasaurusrex
2008-03-24 12:40 am UTC (link)
I have also met gamers, though, that want "personalised" without "pathos". And sometimes, they hesitate on the personalised because they assume it MUST come with pathos.

Yeah, that's the important thing. If "my character should be a blank slate, then they're safe" is a fallacy, "my character should be as screwed-up, mistreated, abused and miserable as possible in order to generate maximal angst and plot hooks" is also a fallacy.

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[info]mearls
2008-03-21 08:20 pm UTC (link)
Yes! Sometimes, what people think they want and what they actually want are two different things. I think of it as the Bilbo Baggins effect.

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[info]dru_moore
2008-03-21 07:00 pm UTC (link)
Btw, Mearls, checked out Aces & Eights? I enjoy their background charts - thought I modified it slightly to be a little more interactive than just rolling and crossing fingers. It gives the characters alot of personality and reasons for being involved.

Im pretty pumped to see your 4E charts.

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re: Chasing Players Up Trees
[info]wickedthought
2008-03-21 07:07 pm UTC (link)
I suggest Mat Colville's essay on the subject.

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[info]imarvintpa
2008-03-21 07:26 pm UTC (link)
Not every character needs a kicker, some of the slackers can just get tied up in helping the most distressed character. In one of my favorite campaigns, I actually played through my kicker, which changed my wizard into a paranoid arcane trickster.

IMarv

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[info]dacuteturtle
2008-03-21 08:43 pm UTC (link)
I bow to Teenagers from Outer Space in this respect. The game had a "nobody dies" rule for the sole reason that they wanted character doing the most massively stupid things possible. I've taken to making characters whose sole goal is live on that edge. My wife calls it "leaning into the comedy." One's natural reaction is to protect your character, but your experience becomes entirely different when you lean into that risk.

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Rob's Thoughts
(Anonymous)
2008-03-22 02:09 am UTC (link)
A GM's Meetup a few months ago here in Toronto agreed that "we all hate orphans", being PCs with no threads attached to them.

Unfortunately, this is probably sometimes a learned Player behaviour responding to "killer GMs". Risk aversion in both Players and GMs can lead to failing to explore more interesting games and play where "you show your hand more". The adversary roles of PC and GM in the game can lead to the fear is that the “other side” is too committed to “winning” and “being adversary” as opposed to “helping their opponent fill their role to create a good game”. A good GM is about letting Player play the story of the hero they want to play (while challenging their success in that path); a good Player is about signalling story to GM and giving the GM grist.

I have found when they trust GM, players create "hook rich" backgrounds for characters.

I've been working on a similar "quasi lifepath" campaign/character start up approach of having Players define four relationships with existing creatures/NPCs fitting four broad themes (Blood, Sex, Violence, Money) that would be drivers in forward play. Ironically, also influenced by some Ron Edwards writing but by no means something he might approve.

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[info]blue_23
2008-03-22 03:49 am UTC (link)
Many of my gaming group used to play Champion (Hero System) together, and building dependent NPC, villains hunting you and the like comes as second nature.

On the flip side, I remember playing AD&D 2ed with the various Player's Option books (Skills & Powers, etc.) They had a flaw system to get extra character points. Nearly everyone took the "powerful enemy" flaw for the full 10 points. I know personally it seemed to be interesting in play, give a bonus (extra points) without a flaw that would constantly affect the character, and hey - you're judged by how powerful your enemies are.

All in all, it gave a reason to the players to want to embrace adding dangerous background. And when you come down to it, that's the same thing Champions/Hero System disadvantages are - flaws to give more points to build the character.

So while many people do it because they have realized how fun it is, having a mechanical inducement to have such helps get the ball rolling.

And your tables sound like a great inducement, as long as good things can happen as well. (Getting to make contacts, etc.)

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In-game
[info]blue_23
2008-03-24 01:31 pm UTC (link)
BTW, the in-game side of this is a reward for doing things in-character, even if it isn't the "best" (read: risk adverse) plan. In my games it's usually a few bonus XP.

A good example of this from a recent game is a group of characters coming across a young woman living by herself in a war-zone with lots of hobgoblins around. As players we all knew she was more then she seemed, but when she offered fresh-baked muffins my halfling gladly took one and ate it.

I kept waiting for "roll a fort save".

It ended up being the first step on a road to friendship with a lonely, good aligned medusa who's now a valuable NPC contact.

This action/result cemented things for how that halfling is being played, and it's not in the most suspicious, risk-adverse way. That was much more effective then a out-of-game reward like XP, which is something I need to bring more to the table when I run.

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[info]sporks5000
2008-03-22 03:20 pm UTC (link)
I seem to have the opposite problem:

I've had DM's refuse to use my characters before because they felt threatened at the fact that my background notes were longer than their campaign notes. In order to make my DM's happy, I've ended up on three separate occasions playing characters who suffer from amnesia, specifically so that I can get away with not having background notes and yet still have interesting things happen to my character.

Does this mean that there's something wrong with me, or does it mean that there's something wrong with all of my peers?

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[info]davidblizzard
2008-03-22 07:21 pm UTC (link)
That's a side issue. A DM typically has 4-6 players. Multiply the number of pages you write by 5 and that's what a DM has to read, digest and ideally incorporate into the campaign.

Given that the DM typically has a full plate already, giving him long pages of background just adds to his workload. He already has do all the design work on the campaign, which takes up a lot of campaign. Digesting all that information is more than a lot of DMs want, or are comfortable.

I recommend asking the DM how much background he'd like for your character. Some DMs like each player to write a book. Others would prefer about 100 words and no more. Write as much background as you want. Then condense it to the size your DM is comfortable with and give him that. That doesn't mean your work is wasted, and the DM gets information in a format that he will use.

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[info]sporks5000
2008-03-22 07:52 pm UTC (link)
hmmm...

You make an excellent point. Thank you.

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[info]jnicol
2008-03-24 03:39 pm UTC (link)
As far as I'm concerned it really isn't about the length of the background. I care far more about how usable the background is. I don't want a lengthy account of a character's life, but I do want as many useful details as possible (character hooks and a kicker or two). As far as I'm concerned character notes should lead to action (in the narrative sense of the word). When I see a character writeup that is filled with extraneous details that will not likely see play that serves as a red flag that the player is a Method Actor (as defined by Robin Laws) who might not enjoy some of the character stretching I might employ in the pursuit of a pleasing narrative.

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[info]mattdm_org
2008-05-01 05:11 pm UTC (link)
Yay Eberron campaign in Boston!

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