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Post by jonas on Feb 21, 2017 8:38:49 GMT -8
Hi - I need some advice.
I'm going to run a prewritten adventure, that I ran at a con a couple of years ago, for a new group of players. I'm good friend with the leader of the group, but haven't met the other players that much.
They have played some rpgs before - like Game of Thrones and Swedish Cults (the Scandinavian variant of the Cthulhu mythos) - but are far from the usual stock of Happy Jacks listeners. From what I can tell, they like to goof around and haven't grasped concepts like 'yes and' yet.
The adventure prewritten, so I told them that they would get their characters when we sat down at the table. But I have started to receive anxious messages from the group leader: he wants me to send the characters to the other players now so they can pick and chose in advance. I said that they would have to wait, but he have insisted and suggested that I at least tell what "type" the characters are so the players can chose something that fits them.
I don't really know what to do, actually.
I don't think it's demanding - or uncommon - to not get the characters until it's time to play. I even think it can be detrimental in some regard to the experience; one of the most fun things for me about con adventures is to discover together with the other players - right there at the table - what kind of wacky characters you're going to play that evening.
But I don't want to be a stick in the mud and want to be as facilitating as possible for players that aren't as experienced to the hobby as me.
So... thoughts?
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sbloyd
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Post by sbloyd on Feb 21, 2017 8:40:14 GMT -8
If you at least give them a vague outline of the characters, then the players can hash out who plays which, which will save time at the table.
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Post by Deleted on Feb 21, 2017 10:34:31 GMT -8
Just a quick thought but from what you've written here he may think that you are going to choose who gets what character rather than letting them decide.
If you are going to let them decide I'd make that clear and let them know you'll given them an overview of the characters before they look over them. If you have them prepared I don't see an issue with sending them out but I also don't see an issue with not. That he is insisting you do things his way is where the issue arises, I wouldn't feel like you have to do so.
If, on the other hand you are intending to make character assignment random or choose for them then I'd let them clearly know that and also let them know why you're doing that. If there is still an issue it needs discussed as a group but no one person should be able to insist it is handled a particular way.
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Post by ilina on Feb 21, 2017 19:40:45 GMT -8
give a General Description of the Personalities with a name, age and gender to Associate them with.
don't Say "Boris the Strong and Fair is a human fighter."
Say "Boris is a Loyal and Honest Canadian male in his early thirties who enjoys Russian Vodka and Hearty Servings of Good Food."
give people a basic description of the characters age, name, gender and dominant personality traits. and do like a character or two in small amounts. don't flood them with characters all at once. Boris could even be the party face, and that would be a huge throwoff.
you want a decent variety of options, and you want characters, not archetypes. if you have 3 archetypes filled in 3 different ways apiece by 3 different characters. that makes things stand out.
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HyveMynd
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Post by HyveMynd on Feb 21, 2017 22:22:51 GMT -8
I'm going to disagree with ilina somewhat. When handing out pre-generated characters, whether at a convention or a home game, you have to be willing to let the players take over those characters. It doesn't matter if you imagined the Fighter as a jovial, ale-swilling loudmouth. If the player who gets the Fighter wants to play them as a brooding, antisocial bully, so be it. If you are going to dictate how a player should roleplay their character, even a pre-gen, stop and go write a book instead. As for your question jonas, it sounds like the leader of your group thinks you will assign characters to players. I'm not sure if that is your plan or not actually. As other people have said, I have no problem sharing character information before the game, but I also have no problem with not doing so. There's nothing wrong with withholding the information until everyone sits down.
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Post by ilina on Feb 21, 2017 23:54:36 GMT -8
i was talking more from a Savage Worlds perspective where pregenerated characters have pre-established personality traits that affect their statistics. i wouldn't push that outside of a system where the GM needs an easy record of key personality traits due to their impact on statistics if you wanted to change up the fighter's personality in a system where personality traits that affect statistics aren't a core mechanic. go ahead. the point of pregenerated characters is that they are already made and already ready for play as written.
if you are going to let players shift around skills or perks on thier character, you might as well just let them roll up fresh characters, but i personally cannot stand using pregens. pregens are built to remove player choice as a means to get straight to play.
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Post by Kainguru on Feb 22, 2017 5:26:59 GMT -8
I don't trust Boris. He drinks commie vodka and he's from one of those socialist countries with Universal Healthcare. Sitting there all happy and drunk and smirking because he won't have to pay for his next liver . . . Aaron
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Deleted
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Post by Deleted on Feb 22, 2017 8:20:24 GMT -8
Hi - I need some advice. I'm going to run a prewritten adventure, that I ran at a con a couple of years ago, for a new group of players. I'm good friend with the leader of the group, but haven't met the other players that much. They have played some rpgs before - like Game of Thrones and Swedish Cults (the Scandinavian variant of the Cthulhu mythos) - but are far from the usual stock of Happy Jacks listeners. From what I can tell, they like to goof around and haven't grasped concepts like 'yes and' yet. The adventure prewritten, so I told them that they would get their characters when we sat down at the table. But I have started to receive anxious messages from the group leader: he wants me to send the characters to the other players now so they can pick and chose in advance. I said that they would have to wait, but he have insisted and suggested that I at least tell what "type" the characters are so the players can chose something that fits them. I don't really know what to do, actually. I don't think it's demanding - or uncommon - to not get the characters until it's time to play. I even think it can be detrimental in some regard to the experience; one of the most fun things for me about con adventures is to discover together with the other players - right there at the table - what kind of wacky characters you're going to play that evening. But I don't want to be a stick in the mud and want to be as facilitating as possible for players that aren't as experienced to the hobby as me. So... thoughts? Tell him to go fly a kite. No means no. If you cave you teach them that they can pester you to get their way. Hold the line. You are setting a precedent.
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Post by Stu Venable on Feb 22, 2017 8:32:57 GMT -8
Speaking for myself -- it takes me a long time for me to get my head around a character. I *hate* being handed a character and then be expected to role-play it immediately. If I made the character, that's different, as I normally have an idea what to do with it, but if it's a pregen, it takes me a while.
My advice -- unless there's some compelling reason to hold the PCs back -- is to give them to the players in advance. You might just end up with a better game that way.
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Post by ayslyn on Feb 22, 2017 8:43:49 GMT -8
I even think it can be detrimental in some regard to the experience; one of the most fun things for me about con adventures is to discover together with the other players - right there at the table - what kind of wacky characters you're going to play that evening. What's fun for one person isn't always fun for others. Some people love surprises, others dread them. Some love puzzles, others despise them.
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Post by Probie Tim on Feb 22, 2017 8:45:39 GMT -8
I *hate* being handed a character and then be expected to role-play it immediately. While I am totally OK with getting handed a pre-gen on the spot and running with it, I recognize that a lot of people are more like Stu than they are like me. I agree with Stu; if your players are anxious and there's no compelling reason to withhold the characters, let 'em fly.
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Post by jonas on Feb 22, 2017 23:25:04 GMT -8
At the start of this thread, I was inclined just to send a short description of each character.
They are all playing political decoys for Josef Stalin, and the adventure takes places just after he has been murdered. The characters are tasked with making the show go on to hide the fact that the real Stalin is dead, but they also suspect that they will be violently disposed of in a foreseeable future. This was the descriptions I sent to my players to choose from:
"The beautiful actor" "The angry cousin" "The nice cousin" "The perturbed military" "The damaged experiment"
I was going to leave it at that, but after reading Stu's comment I'll think I send all the character information after all. Maybe I can see it as an opportunity for me to try something new.
But what I'm afraid off is that the players will make more demands: "I don't want to play this character." "Can I change my character?" "Can you make us new characters?"
What do I do if that happens?
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HyveMynd
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Post by HyveMynd on Feb 22, 2017 23:54:45 GMT -8
But what I'm afraid off is that the players will make more demands: "I don't want to play this character." "Can I change my character?" "Can you make us new characters?" What do I do if that happens? If that happens? I say nicely tell them that while this might be a different type of game than they're used to, you are committed to making it a fun and enjoyable experience. Tell them that you want everyone to have fun, but that you'd really prefer to play the game with the characters as written. I don't think that's being unreasonable.
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Post by Deleted on Feb 23, 2017 0:53:13 GMT -8
At the start of this thread, I was inclined just to send a short description of each character. They are all playing political decoys for Josef Stalin, and the adventure takes places just after he has been murdered. The characters are tasked with making the show go on to hide the fact that the real Stalin is dead, but they also suspect that they will be violently disposed of in a foreseeable future. This was the descriptions I sent to my players to choose from: "The beautiful actor" "The angry cousin" "The nice cousin" "The perturbed military" "The damaged experiment" I was going to leave it at that, but after reading Stu's comment I'll think I send all the character information after all. Maybe I can see it as an opportunity for me to try something new. But what I'm afraid off is that the players will make more demands: "I don't want to play this character." "Can I change my character?" "Can you make us new characters?" What do I do if that happens? Try: No. It's a real simple word. "This is the game. Take it or leave it." Collaborating is cool and all, but this is obviously a game you want a certain way, otherwise you would have done a more traditional character creation. Especially if this is a one shot or short run game, just ask them to humor you. What's the worst that happens? They waste a night? Boo. Freaking. Hoo. If they don't want to play, one of them can GM. Have them try that one on for size.
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Post by Kainguru on Feb 23, 2017 1:55:15 GMT -8
I can see that Stevensw's contributions to this thread demonstrate his normal level of self awareness and healthy social engagement 'which in no way at all contributes to reinforcing the negative stereotypes often associated with the gaming community' [said in a deadpan voice with no inflections to indicate absolute sarcasm]. Aaron PS: Seriously he's gotta be troll because only an infantile retard would take the advice he's just given, in the spirit in which it has been offered, and expect only positive things to result.
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