I am reminded of an article I read once (I don't remember where I read it) that was talking about the tendency of gaming characters to be loners. It's really not surprising that in games which emphasise the free-wheeling high powered adventure, characters are likely to be free-wheeling sort of people with no bonds to hold them down. After all, it's really not likely that a middle-age middle-class middle management corporate drone is able to just pick up at random and fly to Rome to help stop an international espionage plot. Better to have a young, fit, unmarried guy with no restrictions on his ability to plunge headlong into excitement.
But there's something to be said for breaking the mould a little. I once played in a rather non-standard game; it was a crossover of all the World of Darkness games, and though we started out as mortals, we soon ended up with the three main players running a Vampire, a Mage, and a Werewolf. My character, the vampire, was a teenager plagued with family issues resulting from a murder that he witnessed, so has had to move in with the other characters. The mage was a married guy, and after a couple of years of in-game time, he ended up with a daughter. I still remember the daughter, Alexis; she was a a very smart and capable kid.
Showing posts with label loners. Show all posts
Showing posts with label loners. Show all posts
16 August 2009
26 April 2009
PC Group
Hello, and welcome to another fun-filled week of the Game Dork's gaming corner! This week, I'm going to talk about the adventuring party.
You all know the scenario: "You're in a tavern. There's a mysterious stranger sitting alone in a corner." Or, perhaps, "Someone comes over to your table." And before long, this character is recruited to join a party of people he has never met before to go off on some whirlwind adventure of killing monsters and taking their treasure, with the added benefit of some extra prize at the end of the story.
I used to run stories like that. That was all my gaming group would ever do, when we started a game. We'd each write up our individual characters, and then the GM would have to scramble to find some way to get the characters together. Often, he'd fail, and the characters would realise they have no reason to work together, and the game would fall apart.
The first time we tried to do it differently was our failed experiment in actually using the pack rules from Werewolf. But later, I decided to try a more cohesive approach, and it worked very well, actually. Now I do it every time.
You all know the scenario: "You're in a tavern. There's a mysterious stranger sitting alone in a corner." Or, perhaps, "Someone comes over to your table." And before long, this character is recruited to join a party of people he has never met before to go off on some whirlwind adventure of killing monsters and taking their treasure, with the added benefit of some extra prize at the end of the story.
I used to run stories like that. That was all my gaming group would ever do, when we started a game. We'd each write up our individual characters, and then the GM would have to scramble to find some way to get the characters together. Often, he'd fail, and the characters would realise they have no reason to work together, and the game would fall apart.
The first time we tried to do it differently was our failed experiment in actually using the pack rules from Werewolf. But later, I decided to try a more cohesive approach, and it worked very well, actually. Now I do it every time.
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