Issues working my Druid into the party


Advice


So recently I started playing in a Pathfinder game, and figured I'd try out the Druid (Lion Shaman.)

The party consists of a Paladin noble heir and Inquisitor of Iomadae, the Paladin's herald a not-kinder Cleric of Shelyn. A pair of essentially arabic fellows, one a Noble Sorcerer (poorly designed blaster) and the other his "cultural advisor" also known as a minmaxed (incorrectly) rogue with massive social skills.

The GM has said that Druids are well respected within the ruling structure of both PC factions, but has not given me any advise or explanation beyond saying something along the lines of "Actually Jason, your culture strongly supports Druids"

So far I had to: Decide that the not-kender had a unique scent to get me to approach the party, decide I was homesick to then have a reason to follow them to their next destination, and then, when finally presented with a good reason to follow the group, it was cut short before any issue could come up. The PC's had to fetch an army for the Paladin's uncle, so when they started traveling I tagged along to make sure they didn't hunt out the countryside. By the time they were ready to eat something other than the food they had prepared we got to a city with a portal we could use to waltz the troops home painlessly...

Now he's optioned to time progress to the summer (from spring.) I figured this was the opportune time to inquire as to my purpose within his homebrew world. I sited my uncertainty with his world for advice on how to mesh with the party, the first reply was:
"You ARE a diplomat, not to the miserable things that crawl about on the earth squabbling for power, but to the land itself. You may be focused on combat, and have a specific affinity for cats, but you are no less a Druid."
Ok, good stuff and all, but we're dealing with humanoid politics and actions, there's been no need to play nature diplomat.

This was the point I mentioned how I was having to develop on the fly reasons to keep following these people. the GM reply?

"My GM style favors opt-in play. I try, time permitting, to throw out hooks for each player individually if they have difficulty tying into the main storyline. Generally, this works as long as no one player tries to take on each situation themselves *cough Jason cough cough* :)

I think we're doing well integrating the group as an effective unit, but marrying their interests is a task that ultimately must fall upon the players. So, if you find you have difficulty imagining reasons to stay with the group, say only that as a cat, you reserve the right to be enigmatic. That should work until you can come up with something more plausible. "

Be enigmatic? Just follow them because I'm mysterious? For the other players you've provided being arrested, having your betrothed run off with a stableboy, having prophetic dreams that make you doubt your very path in life. And for me? Be mysterious until you come up with something...

So far the other players comments have been:
1 - what about scouring the city and seeing something done about the cat population in town. :-)

You have a lot of political friends right now, why not try and start a following amongst the upper crust? Upper crusts often fall for cool fads, the latest fads could be cats! Now you have rich influential women in slinky suits and cat ears!

2 - Cat totems for home. Cat fetishes to give someone their agility or speed or ferocity. Promote cats for low-income neighborhoods as vermin control. Promote cats for high-income fads as pets with a charming independence. Ask for grants of land as rewards and seed them with cat populations, explaining that by restricting hunting on your lands, you provide a recharge point for prey species.

3 - he follows us, he helps in combat, he is very helpful, but we have no clue 'who' he is or what he likes. ((This one is extra awesome as so far I've made like, one grapple check for combats so far, and in the last fight I made a few move actions. Never ever got attacked or provided flanking))

4 - But I think brett's druid is interesting and I can't wait to see more. ((All you've seen is a guy walk around with a cat... I'm sad that that has your interest piqued))

Any advice to help me find my own reason to stay with these people? Should i just reroll something now that I know what's going on? I've seen little need for the greater scope I feel my shaman represents. Perhaps if I'd had an extra background RP session like the other half the party I wouldn't be as lost as I am right now.


Brett Caldwell wrote:

So recently I started playing in a Pathfinder game, and figured I'd try out the Druid (Lion Shaman.)

The party consists of a Paladin noble heir and Inquisitor of Iomadae, the Paladin's herald a not-kinder Cleric of Shelyn. A pair of essentially arabic fellows, one a Noble Sorcerer (poorly designed blaster) and the other his "cultural advisor" also known as a minmaxed (incorrectly) rogue with massive social skills.

The GM has said that Druids are well respected within the ruling structure of both PC factions, but has not given me any advise or explanation beyond saying something along the lines of "Actually Jason, your culture strongly supports Druids"

So far I had to: Decide that the not-kender had a unique scent to get me to approach the party, decide I was homesick to then have a reason to follow them to their next destination, and then, when finally presented with a good reason to follow the group, it was cut short before any issue could come up. The PC's had to fetch an army for the Paladin's uncle, so when they started traveling I tagged along to make sure they didn't hunt out the countryside. By the time they were ready to eat something other than the food they had prepared we got to a city with a portal we could use to waltz the troops home painlessly...

Now he's optioned to time progress to the summer (from spring.) I figured this was the opportune time to inquire as to my purpose within his homebrew world. I sited my uncertainty with his world for advice on how to mesh with the party, the first reply was:
"You ARE a diplomat, not to the miserable things that crawl about on the earth squabbling for power, but to the land itself. You may be focused on combat, and have a specific affinity for cats, but you are no less a Druid."
Ok, good stuff and all, but we're dealing with humanoid politics and actions, there's been no need to play nature diplomat.

This was the point I mentioned how I was having to develop on the fly reasons to keep following these people. the GM reply?

"My GM style...

My understanding which may be flawed:The DM does not help bring a new character into the party. The player must find a way to be accepted into the party. Let me know if this is correct.

I am assuming there is some plot to the current adventure/campaign. I would have had my character tied into the plot somehow so I have a reason to stick around.


It clearly seems to be the path he's taking with me specifically. He has constantly given the other players hooks, and as mentioned he held a special session for three of the players to establish why they were where they were ect.
I feel perhaps he doesn't have any personal understanding or ideas for what to do with druids, and point of fact, after getting the other players all together he looked at me and said "I have no idea how to get you with the party."

As it stands we've completed the mini-arc. Which appears to have been, now that Paladin's uncle has this new castle he needs some troops, so he sends the nephew off to beg them from his future in-laws. The troops are to secure and hold that new location while we do... Well, I don't think anyone knows. Not even the GM at the moment : "Current party level stands at six. Next level is a good piece away. I'd appreciate input as to party preference for the next installment. Mystery and intrigue? Dungeon crawl? Hunt the MacGuffin? Adventure at sea? Jungle japes? Dragon whacking? Feed the princess cake? What suits your fancy? "


At the very worst you always have this for a fallback.

COnsider what a 1st level druid can do to preserve the woodlands.

Consider what a 20th level druids can do to preserve the woodlands.

You have every reason to gear and level. Consider it a training exercise.

Ideally, you're looking for some more depth.

If the Pally's uncle has an army , he has influence. If he has influence, he might be able to get your woods set up as a preserve.

Lions usually wind up hunting people and live stock. Try to find some way to settle the differences that don't involve pointy objects being inserted into the lions.


Shaman is essentially from the plains of Spain, and the Paladins uncle is in Germany.

That said, I do appreciate your advice as it is technically very solid.


Brett Caldwell wrote:

Shaman is essentially from the plains of Spain, and the Paladins uncle is in Germany.

That said, I do appreciate your advice as it is technically very solid.

Ok, good stuff and all, but we're dealing with humanoid politics and actions, there's been no need to play nature diplomat.

The things humanoids do ALWAYS mess up the woods.

-Perhaps shops in town are selling lion gall bladders to cure... ahem.. certain ailments affecting older men.

-War is always bad for the environment. People mine more, which means more trees cut for wood and mining braces, more runoff, more charcoal to forge weapons etc

-People that are starving because their taxes are too high start turning to poaching.

-pyromaniac Goblin infestations are denuding pristine mountains faster than you can say smokey the bear


All good points. I shall try to see about how this all fits into my GM's game. If anyone else has any thoughts, I'd still be willing to hear more.


Well, first of all, you are pretty lucky to have a GM who is willing to lay it all out for you like this guy did (in terms of his GM style). I see dozens of threads around here that could be completely avoided by this kind of communication.

Second: since you have communication, you are best served by talking about your PC to the GM. Just talk about what he'd like to do. Point out that you're different from the other players somehow, in that you're feeling less integrated, and you're willing to take your cues from him if he has any ideas.

If that doesn't go anywhere, try to be an "along for the ride" PC. I often find that too much backstory can ruin a PC, when the real meat of the game tends to happen during play. To that end, I encourage my players to start in with a vague background and let events shape them, and we can always fill in details later. It sounds like you expect to have a more in-depth backstory and to have it guide your actions.

Your best bet now is to focus on what has happened to your PC, and forget filling in more backstory. Be along for the ride, and focus on just making the decisions this character would make. Get swept up in events.

If you can't make that work, then yes, perhaps it is time to draft a new PC. There's nothing wrong with that.


Evil Lincoln, here's a copy paste of some comments I've made to the GM:

"I have a minor concern I built the wrong character due to lack of initial knowledge of how the party is set up/ game is run. With almost all the party having a strong political aspect I feel a little odd."

"I feel I've been grasping at reasons to quickly justify staying with these people."

"I'm not sure how I slipped under the radar, but it seems you had stronger plans for the other party members. "

And the only advice I received from him was "So, if you find you have difficulty imagining reasons to stay with the group, say only that as a cat, you reserve the right to be enigmatic."

I'm used to playing along for the ride characters and I thought with this GM it would be a good chance to have a character that was more directly important.

I'm currently mulling over the ideas posed by BigNorseWolf, but the time and effort I've put into this has produced less results than the shower I just had and came up with two characters who fit in with the party that aren't the druid. It seems likely I've subconsciously determined I'm not a fan of this character, in which case all this heartache is for nothing.

I also like that in the last game he tried to run four people tried to get him to include the fourth guy on a mission and he seemed dead set against it... But that was a different system/ setting so, possibly irrelevant.

As another point, so far his GM style has largely dictated attention to insignificant details (what are we doing every hour of waiting for our wave to get sent in) and combat. So without some backstory to bring extra life into my character I feel as accomplished as I do watching an action movie or playing a JRPG or something. We've only just begun to see actual RP opportunity and without a backstory I felt a little out in the cold.


Brett Caldwell wrote:


I'm currently mulling over the ideas posed by BigNorseWolf, but the time and effort I've put into this has produced less results than the shower I just had and came up with two characters who fit in with the party that aren't the druid. It seems likely I've subconsciously determined I'm not a fan of this character, in which case all this heartache is for nothing.

Feel your pain. For some time I had committed to playing a rogue next time I actually got to play in a game as opposed to running one. However, my turn to play turned out to be Kingmaker. Three person group and I am not "feeling" my rogue at all. Still in the first AP and I have made four alts on the backburner.

Greg

Liberty's Edge

Alright I skimmed a lot of that and read most and have found myself confused...

So there is a War about to happen? I mean that's the reasoning for massing this army right?

Druids are well respected in this homebrew campaign. Got that part but i'm really wondering the WHY part? Seriously I would love to know that one!

Now if the War thing is what's coming and the destruction to the wilds that comes from such...well it's easy to get the Druid in the party. Well I think so:

The woods are strought with the fear of an upcoming war, the animals feel it, the plants feel it, and even the land groans with pain. All these things have fallen on deaf ears my child. You must venture to the men that reside in stones, that shun our ways, we must secure our lands and if possible establish peace in the land. The balance must be preserved.

Granted that's short, but that's what I would do as a GM for a druid PC in how i'm understanding the campaign. You would be there with the hopes to ally yourself with your neighbors (the paladins uncle) and establish the safety of your homelands. Perhaps by joining this group and helping to vanquish what foes they may have (that are causing the need for this army) you will be keeping the wilds safe.


I'm staunchly on the side that it's the player's responsibility to find reasons for his PC to fit in the party. If he can't find any reason, then there's no shame in coming up with a new character who can. It drives me crazy when I keep asking myself: "Why is PC X hanging around with us when he seemingly has no interest in anything we're doing?"

At a bare minimum, you could always go with the tried and true "These people are my good friends and I like spending time helping and protecting them".


So this party and this campaign seems to be politically oriented. As a druid you do have a vested influence in politics. The wars of men, elves and orcs affect nature in similar ways to how they affect farmsteads, cities etc (they destroy them).

My recommendation would be that you have been sent by your elders (or Druidic council or what have you) to establish a relationship with the Uncle, who has a new stronghold and a new army in the area. Strongholds need building materials, armys need firewood and food. You could be interested in establishing relations with the uncle in order to influence policy to limit the harm a new Castle/town and army might do to the surrounding wildlands. Perhaps you would like to negotiate which lands will be used for farmlands/woodcutting and which will be reserved for wildlife. If you do a bunch of favors for the uncle, or get in good with his nephew at least, you would have at least some standing to approach the matter.


I seem to have given off the wrong impression with the troops.

What happened was a company got together and seiged a mad wizards keep. In the period falling the Keep had moved hands to the Duke, who I believe is merely manning the place since his own troops were severely reduced recently.

I appreciate everyone's advice on this matter. The summary provided by Kolokotroni seems to have been written in a way that just clicked better than some of the others. Thanks all.

I'll be giving these ideas a try. Wish me luck.


Brett Caldwell wrote:

I seem to have given off the wrong impression with the troops.

What happened was a company got together and seiged a mad wizards keep. In the period falling the Keep had moved hands to the Duke, who I believe is merely manning the place since his own troops were severely reduced recently.

I appreciate everyone's advice on this matter. The summary provided by Kolokotroni seems to have been written in a way that just clicked better than some of the others. Thanks all.

I'll be giving these ideas a try. Wish me luck.

If it helps someone have more fun with their game, then I and I am sure everyone else is happy to help. Good luck and happy gaming!

Grand Lodge

wraithstrike wrote:

My understanding which may be flawed:The DM does not help bring a new character into the party. The player must find a way to be accepted into the party. Let me know if this is correct.

It's the correct quote from the Book of Lazy Dungeon Masters. However the Tome of Storytelling Excellence suggests that a DM who invests some time in giving a character a halfway decent entrance frame and background motivation gets much better play and story development in return.


LazarX wrote:
wraithstrike wrote:

My understanding which may be flawed:The DM does not help bring a new character into the party. The player must find a way to be accepted into the party. Let me know if this is correct.

It's the correct quote from the Book of Lazy Dungeon Masters. However the Tome of Storytelling Excellence suggests that a DM who invests some time in giving a character a halfway decent entrance frame and background motivation gets much better play and story development in return.

Right. And a druid's problems are by nature (sorry) environmental problems rather than personal ones. That is: they fall under the preview of the dm to implement.

Sovereign Court

Druids are focused upon nature, but they are still people, maybe you can give him a personal reason for wanting to be with the other characters. Could one be a long lost relative, a half brother or the like? Or perhaps one of their enemies killed you love, parents, old animal companion and you have joined up to seek revenge.


Awesome. Super bachelor Paladin won a princesses hand in marriage.
.
.
.
.
And she was promptly kidnapped by a clutch of what I'm guessing are Primal Dragons!

What I'm really going to ask though is advice on what to do build wise.
I'm currently Druid (Lion Shaman) 7, using some of the guidelines presented in Treantmonk's Spirit of the Beast.

Question one: Have I missed an actual huge feline I can turn into? Currently I've got Dire Tiger 3/day as my best option. Having sat down and considered it for a little I realized that that seems to be my best option until my non-feline options catch up, and in fact exceed the dire tiger. (short of the advice to allow the giant template on the currently large dire tiger.)

Queston two: Since it would take quite a few levels to reach a new shape worth taking, I've considered multiclassing. I have two people with Divine spells so I was never worried about my spells being needed for much other than buffing myself and Isabel (my Lion.) The wildshape, as I said, will take a while to effectively upgrade. Since I'm combat build and have a companion, I was considering multiclassing into Ranger.

Thoughts on a Ranger multiclass: We now have the Natural weapon combat style. The increase to my reflex would be nice. The extra BAB is helpful, though I'll never get the last attack, not that I need it with my claws and bite. Companion will still progress later on (even if the two companion/ nature bond are meant to be separate, I'll have no problem having him let me add the two together.)
Cons: Lack of spell progression, but I mostly buff myself and have access to some of my favorite spells already. Slower companion progression, but not a dead stop any other class would cause. I miss out on the rest of my good will save (but it's a trade for fort.) We're going dragon hunting, FE Dragon would be pretty awesome.

I'm sure there's a lot of other things I'm missing, and that's why I'm here!

PS, I don't see an edit button to ad a disclaimer to the top of my first post, is there one I don't see (or can't because of shitty work PCs) ?


LazarX wrote:
wraithstrike wrote:

My understanding which may be flawed:The DM does not help bring a new character into the party. The player must find a way to be accepted into the party. Let me know if this is correct.

It's the correct quote from the Book of Lazy Dungeon Masters. However the Tome of Storytelling Excellence suggests that a DM who invests some time in giving a character a halfway decent entrance frame and background motivation gets much better play and story development in return.

I don't know how I missed this, but I agree. The DM does not have to write a background story for the PC, but only the DM knows what is going on or will go on in the story with respect to everyone's character and the world they are in. With that said it can't be too hard to say "this is how/why you will join" or say that the player's character can't fit it as envisioned. Of course he should be willing to help the player come up with something that will work.

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