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![]() Wandering GM Wastrel wrote:
I found that systems like kingdom building have always encourage power gaming, so it's never the positions at the characters want that they get, but the positions that the characters are best suited for. Which is a shame really, because somebody's always going to end up getting disappointed. For example I was once in a game of Hell's Rebels where I really wanted to be the leader of the rebellion. I was immediately vetoed because my stats weren't the best for the position, and the person who was best suited for the position didn't really care at all and just accepted it with a shrug. The game was still fun but it's soured the experience and the role play. ![]()
![]() I've had this idea for a dwarf druid that I've been kicking around trying to get in to a Kingmaker campaign for a while now, but I've never been able to get him into any. I just need to adjust some of his stats to make him fit with the build rules of this game and I'd be set. I think it would be interesting to have a character who would be more focused on preserving nature then just establishing a seat of rule. I also think that the interactions between NPCs who care about more traditional monarchy and a dwarf who speaks for the trees would be entertaining As for a role he would take up, I have to say that he wouldn't really be interested in being a leader and would definitely do well with the nature aspects of the campaign. He be more interested in a advisory role so that way he could help guide to the kingdoms construction to help incorporate nature. Background: Morgrin Ironfold had a childhood that is barely worth mention. Born to two iron working dwarves in a small farming village he was ultimately expected to take up the family trade of trader and metal worker, but from an early age it became obvious that the he was different from the common dwarf. He would continually ask questions of nature, the process and meaning of life and death, the functions of the universe, and what was the universe like before creation. His parents always had the common answers or no answers at all, which of course led to Morgrin being disappointed.
As Morgrin grew older and more estranged to everyone around him, due to his talk of plants and animals and bugs that nobody else really cared about, it was with only mild surprise that instead of taking on the family trades or leaving to fulfill some short-sighted ambition that he became the village's first and only herbalist. From then on it was a modest and quiet life living in a shack and tending to his home grown plants. Receiving the occasional visit from the villager who got into a drunken fight or injured due to some random accident. It's was a life he would have been fine with if the nicknames and jabs hadn't started, "Always pay respect to Old Man Greenbeard or he'll put you in the ointment he'll use to heal your family." Or, "Old Man Greenbeer dyes his beard with the guts of bugs who mock him and braids his beard with the bones of the animals who laugh." None of the jokes were made with any malice but that didn't mean it hurt any less and eventually after trying and failing to get the villagers to stop he had had enough. He had packed his few things, told his parents he was leaving the village and left. From then on Morgrin traveled from village to village acting as a healer because he had found little other practical use for his knowledge of herbs and remedies, and found he had enjoyed travel. He would eventually meet a druid of the green face and to become a follower as well. Soon after that he had heard of a charter of the Stolen Lands, the land South of his old home and he found the idea of visiting that land of untamed wilderness appealing. |