Jimmy |
No two gaming groups are alike. I'm curious to hear about the quirks that make your party/adventuring group unique.
For example:
1) Our AoW party shuns rope. This started in the Whispering Cairn when they discovered no one had purchased any upon character creation. They latched onto "no rope" as their defining party quality. All new characters joining were welcomed heartily if they had no rope, or were shunned until they discarded (or better yet) burned theirs. Every obstacle overcome without rope was a victory (imagine lame 'huzzahs' and high-fives).
3) Another example was from 2nd edition Dragonlance. We discovered you could heal more hps overnight with a comfortable bed. Before long, anyone with a decent strength was dragging along a cot everywhere. Sure this slowed us down...but sleeping was excellent. They began to figure prominently into our tactics too.
I didn't say it had to make sense ;) So let's hear what oddities set your groups apart. Let's keep it lighthearted, and not pick out obvious errors please (eg. carrying beds around).
J-
Heathansson |
I played with a couplea guys that would base all of their important npc's off of either celebrities or quirky people from the past. They'd both round robin gm, and use certain celebrities to grate on eachother. One guy had Patrick Stewart in his role from Dune as an eternal fighter instructor, to abuse the other guy, who in turn would have Captain Kirk eternally show up in one guise or another. One time, Kirk, Spock, Sulu, and Scotty were a gang of S&M leatherboy rogues out to rob the characters. They'd kill Kirk, and he'd keep regenerating 10 minutes later. They searched him for magic...rings..nothing. It finally turned out Kirk had a ring of regeneration in a Prince Albert piercing. Then, one of the guys had this one celebrity npc, and it got to where if he even MENTIONED that guy's name, the other guy would just get up and leave the table and quit playing for two weeks.
Then, they had the Lana Lang from Smallville as a necromancer, and Xena and Gabrielle showed up a lot. One of them played a bard based off of George Clooney in O Brother Where Art Thou? Complete with Dapper Dan Pommade. I started basing all of my characters on Sam L. Jackson from Pulp Fiction. "Yeah, give me my sword." "Uhh...which one is it?" "It's the one that says b** m*********** on it." Also, the Malfoy kid from Harry Potter showed up a lot. It's humiliating to get worked by a hi-level sorceror based off of that little git. "Scared, Potter?"
"Why you keep calling me Potter, you little rat-soup-eating, born insecure ****** *********!!!!"
d13 |
In my evil campaign the necromancer is also a bit of a surgeon (or chirurgeon if you will). Each time the party defeats a new kind of monster, he takes out his vivisection kit, cuts open the critter and starts making detailed notes of the creatures anatomy. He always ends up keeping a few of their organs and casting a spell similar to "gentle repose" on them.
The systematic carnage created by these field disections has become a sort of calling card for the party.
baudot |
I had a party with two dwarves in it: one with next to 0 wisdom, the other with next to 0 intelligence. When they got together to think things out...
Their primary delusion was the revelation that horses were the evil illuminated masters of the universe. This worked similar to the "no rope" decision of a certain group. See above.
Gubbaffet the gnome |
My sorceror is kinda intrested in the dead but isn't planning on being a necro. He's got a pet named Gubbaffet, and this pet is a dire maggot. He read it in a book on how to tame dire maggots and now has one as a pet. My character is also friend with the gnome king...and speaks gnome...and likes gnomes...
My warlock in the other campaign goes ballistic if he loses money and will do just about anything for some cash. It was funny the first time that he lost some money, I got to go ballistic and almost strangled the leader of the ceramony(long story)
I have a druid named Tofu...he's looking for a healthy meat substitute to name after himself. He's often known as the care bear because he can spell cast in animal form, and most of the time that's a bear...
As for my party you got Onrie(you might have seen him on paizo) the elf that thinks he can do anything. And he acts like it, he's just walts through traps not even caring about damage, too bad casters are squishy and don't have much health.
Then Quarion the ranger that is a health/animal nut, one time he left us during an adventure that was set in the woods so he could follow a rabbit. The rabbit led him to a gnome that was farming, it was night and all misty then the gnome says "Get outta my farm!!!" and it turns out the gnome was a zombie...it played out alot better than it sounds.
We also have Renmus the halfling rouge that started alot later than us and has alot weaker of a charater, but he thinks he's the best rouge ever and loves to show off infront of us. He's always asking for buffs from my Sorcerer and trys to buy various magic items I have found in previous adventures by trying to cheat me with small amounts of gold. I'm not gonna sell him my griffon statue I found from a white dragon, I love that statue although I never use it.
And the last crazy character we have is a paladin that is teamed up with my greedy warlock (that's just asking for trouble.)
I've bored you all long enough now.
~GtG
Lilith |
Two different campaigns, the only thing the same about the different parties were that two of the players were the same. Each time, one of said players figured out that the best method to solve their problem that they were having was to light themselves on fire and jump into the fray.
"How much oil do we have?"
"...What?"
"Seriously, how much oil do we have?"
Black Dougal |
I had a ranger in the party I was Dming rescue a blink dog. The mage was paranoid about having a spy in the party so he cast know alignment, detect invisibility, detect magic on the dog. Finally he cast a dispel magic and my pre-planned cohort plant was activated. The blink dog was actually a beautiful soceress (alla Ed Greenwood conventions) accidently transformed by wild magic into a blink dog. She declared her loyalty to the Ranger for saving her life.
The ranger, disgusted he lost a blink dog, promptly sent the cohort away and b$##$ed the entire rest of the campaign about not having a blink dog.
true story.
Valegrim |
I am assuming you mean player quirks rather than what most people have posted as character quirks. The group that I play with used do one specific thing to put more "realizm" into the game. They would have their characters take rest room breaks, ie go behind trees and such. The gm for that game became notorious for kidnapping or otherwise screwing over any character that went to relieve himself. Well, needless to say, it seems that many gm's often kidnap or somesuch any player that goes somewhere by himself requiring his needing rescue by the party and getting an instant evaluation on just how much the party cares about said character. Well, as you can imagine; nobody ever has their characters go anywhere; including to relieve themselves, into brothels, intimate moments or anything ever alone. We are one quirky buddy system or better group and I mean we NEVER go anywhere alone and anyone who is new to the group always finds this a bit wierd; but, after a few comments about the last guy who "went to the bathroom" and we have like 15 years of these comments, some still go off alone; regardless of the gm; they still get in deep sh**. Some of the comments and pun lines this generates is totally hilarious. Hope this is the sort of stuff your looking for.
Tasmanian_tiger |
No two gaming groups are alike. I'm curious to hear about the quirks that make your party/adventuring group unique.
For example:
1) Our AoW party shuns rope. This started in the Whispering Cairn when they discovered no one had purchased any upon character creation. They latched onto "no rope" as their defining party quality. All new characters joining were welcomed heartily if they had no rope, or were shunned until they discarded (or better yet) burned theirs. Every obstacle overcome without rope was a victory (imagine lame 'huzzahs' and high-fives).
3) Another example was from 2nd edition Dragonlance. We discovered you could heal more hps overnight with a comfortable bed. Before long, anyone with a decent strength was dragging along a cot everywhere. Sure this slowed us down...but sleeping was excellent. They began to figure prominently into our tactics too.
I didn't say it had to make sense ;) So let's hear what oddities set your groups apart. Let's keep it lighthearted, and not pick out obvious errors please (eg. carrying beds around).
J-
About no rope, while venturing into a complex of caves, my party discovered no one had brought a rope. They ended up using the whip of the rogue. Which leads me to the strange quirks, nearly everyone seems to insist bringing a weapon they can't use properly. Like the whip.. or a two bladed sword that nearly decapicated the cleric twice.
Jonathan Drain |
A running theme in my last campaign was carts and wagons, and tying people to the back of them. They began with a chocobo-drawn cart which they would use to increase the amount of loot they could take with them. New party members would be recruited by being tied to the back of a moving cart until they agreed to join. Opponents would be carried in the cart while tied to the back, and when they awoke they would be kicked out of the cart and forced to run along after it while being interrogated.
Why did they do this? A cart once saved that player's life in a previous campaign. His Bag of Holding was torn open and the contents spilled out, including a cart he'd somehow fit in there. He hid under the cart to gain full cover from the lich they were fighting, and the lich was hovering at the ceiling so he couldn't see under the cart. After the fight, the cart proved convenient in carrying out all the loot, but getting the cart out through narrow corridors proved a challenge.
Fake Healer |
About no rope, while venturing into a complex of caves, my party discovered no one had brought a rope. They ended up using the whip of the rogue. Which leads me to the strange quirks, nearly everyone seems to insist bringing a weapon they can't use properly. Like the whip.. or a two bladed sword that nearly decapicated the cleric twice.
Always wondered how you sheath a two-bladed sword. Any suggestions?
FH
Lobo 72 |
I played with a couplea guys that would base all of their important npc's off of either celebrities or quirky people from the past. They'd both round robin gm, and use certain celebrities to grate on eachother. One guy had Patrick Stewart in his role from Dune as an eternal fighter instructor, to abuse the other guy, who in turn would have Captain Kirk eternally show up in one guise or another. One time, Kirk, Spock, Sulu, and Scotty were a gang of S&M leatherboy rogues out to rob the characters. They'd kill Kirk, and he'd keep regenerating 10 minutes later. They searched him for magic...rings..nothing. It finally turned out Kirk had a ring of regeneration in a Prince Albert piercing. Then, one of the guys had this one celebrity npc, and it got to where if he even MENTIONED that guy's name, the other guy would just get up and leave the table and quit playing for two weeks.
Then, they had the Lana Lang from Smallville as a necromancer, and Xena and Gabrielle showed up a lot. One of them played a bard based off of George Clooney in O Brother Where Art Thou? Complete with Dapper Dan Pommade. I started basing all of my characters on Sam L. Jackson from Pulp Fiction. "Yeah, give me my sword." "Uhh...which one is it?" "It's the one that says b** m*********** on it." Also, the Malfoy kid from Harry Potter showed up a lot. It's humiliating to get worked by a hi-level sorceror based off of that little git. "Scared, Potter?"
"Why you keep calling me Potter, you little rat-soup-eating, born insecure ****** *********!!!!"
One of the other players I play with every other week used to have this fighter that had a quirk, it started out with every time he killed an opponent he would pee on it after the battle was done and eventually it lead to every time we turned around he was peeing on something....
there was this one guy that had a fighter he names Charging Dan. CD would charge into every battle and burst through every door he came across kicking it. well dan never wore any boots so as time went by it kinda got old him kicking in every door so the DM decided that he was going to solve the situation and teach him a leason by giving him a nasty splinter after kicking in one door.
CD never pulled out the splinter even after the DM asked what he was going to do.
time went by and CD never took it out and the DM informed him that his toe was getting all red and swollen.
CD paid no attention to it and kept on kicking in doors as usual. a while later the DM informed CD that his toe was smelling and was turning a greenish color. Still CD did nothing, eventually The Mighty Charging Dan died of a splinter in the toe. lol needless to say the players in that group never again went bare foot again and never ever kicked in doors.
Locke1520 RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Plan Double Q.
If plan A fails then fall back to Plan B, and so on...but what happens when you run out of letters?
When the party I was running through a d20 Star Wars campaign ended up with a particuarly insane plan they would dub it Plan Double Q. One of the PCs on the occassion of hearing another character's insane plan announced "What's this plan Q?" Later durring the planning of another dangerous plan--"This isn't even Plan Q, you've all the way round to Double Q!"
Plan Double Q always seemed to work no matter how dangerous or hairbrained, and even began to turn up in other games. In fact for a while players tried to one up each other for wild and outrageous antics to be dubbed Plan Double Q. It made for some very dramatic Star Wars moments.
Eleazar |
Tasmanian_tiger wrote:
About no rope, while venturing into a complex of caves, my party discovered no one had brought a rope. They ended up using the whip of the rogue. Which leads me to the strange quirks, nearly everyone seems to insist bringing a weapon they can't use properly. Like the whip.. or a two bladed sword that nearly decapicated the cleric twice.Always wondered how you sheath a two-bladed sword. Any suggestions?
FH
Carefully?