RCB's page

Organized Play Member. 3 posts (284 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


RSS


I know different game sessions are different. Since society play is a bit different, I usually handle live campaigns in a slightly meta manner (like an MMO or such). I've seen several situations where there's no logical reason why these characters would work together at all beyond everyone's there for a game. It's not worth my time or the drama if it's not the case.

I don't generally allow any evil characters in my home games for the same reason. There are exceptions, but generally evil characters do things that precipitate others characters either leaving them or eliminating them and generally drag down the adventure. In the end such things usually aren't much "fun".


Yes, I know that time slots are limiting as is, but in our extended home campaign I am wanting to encourage a little more RP. Some of the people playing barely know if they even follow a particular deity or what their faction stands for, just happened to see a trait or the like which fit their build.

Anyone had a positive experience in brief RP enhancements amongst your players?


If I were DMing, I would also make a point of advocating against men adventuring, as their job should be to defend and provide

It's not sexism, but what different genders have evolved to do, so from a nature/community standpoint, it would make sense to encourage women to build the hearth and home so to speak, just as it was dutiful to men to defend and provide.

Keep in mind that in this "world" these people wouldn't have TV's to baby sit their children or a government ran police force. They would be doing everything first person ;) With regards to deferring to, I don't see an issue with being Good at all, otherwise no good deity would have a head priest. Reading some of the wheel of time would give you some good ideas on how that could work out, if you can deal with some of the more frustrating books.

Then to classify something as good/evil you really have to examine how our "modern" ethics have played out. Personally I don't think our current age of morale ambiguity has played out that well so much so that I would tout rampant sexualization and nigh autonomous child rearing as progress not to mention a slew of other social problems ... but that's a different conversation.

If your players are really having that much difficulty with it however, I would recommend removing any specific religion from the game and just have them pick domains or codes of conduct. Replace adventure content with "village elders" or "community traditions" or similar.