
kyrt-ryder |
Then clearly you and I have vastly differing definitions of 'munchkin.'
I define a 'munchkin' as someone who actively tries to ruin the gaming experience for another.
I define a 'roleplayer' as one who invests themselves in a role to become a part of the story and collaborate with a group of fellows and GM to produce an awesome shared experience.
If you're just taking the class written in the book and playing 'Fred the Fighter' without a backstory, without personal motivations, and with whatever the book says, you're only just barely starting to scratch the surface of roleplaying in my book. Hell, someone might even call you a 'rollplayer' because all you're doing is rolling dice to see what happens rather than investing yourself in something beyond 'did I win!? Did I win!?' but I won't judge you like that. Everyone has to start somewhere :)

Vod Canockers |

You say that as if Feng Gao HAS any ability that mechanically requires patience or concentration Vod ;)
The only Dexterity/Charisma/Intelligence based skill he has is Acrobatics.
To be more specific, he has Acrobatics, Sense Motive, Survival, Swim, Climb, and Perception.
EDIT: Vod... why wouldn't the Monastery have someone there who could teach him all the martial weapons? If you look at history some of the Sohei used all sorts of period-appropriate martial weapons. Meaning that- logically speaking- at least a few monks would be Fighters or Barbarians rather than Monks.
EDIT 2: how could Feng's 'Combat Focus' prevent itself? It makes perfect sense that it would require so much focus that he couldn't apply patience/concentration to any other ability.
No, you misread what I wrote. The Rage power incorporates the inability to use any ability that requires patience or concentration. Focusing yourself requires that concentration.
Edit 1. Mostly because in my mind that wouldn't be a Monastery, but a Commandry.
Edit 2. Using that you are now going beyond what I would rule as actually following the rules.
Now if you want to be a Barbarian that has joined an Order of Monks that would be fine. I would need a different story. You grew up alone in the wild and were found and were/are being educated by the Monks, would be fine.
EDIT You would also need to abide by the rules of the Monastic Order, which may or may not limit the weapons you use, wealth you can hold etc.

kyrt-ryder |
It does really mean something. It means Feng Gao the monk has the following traits at level 1:
+1 BAB
+2 Fortitude
40 foot movement speed
Martial Weapon Proficiencies
Light and Medium Armor Proficiencies (Most he'd ever use is Masterwork Studded Leather in the 'flexible modern-ish leather depicted in the artwork' type, which has 0 Armor Check Penalty)
Combat Focus (Rage Mechanic)
EDIT @ Vod: I'd probably just scrap the character for something else for your campaign then. When I design a character its because I want to roleplay that character. Changing the backstory is changing the character which kills it for me.

Archomedes |

*Hops on the entitlement bandwagon*
(Since this is only a theoretical topic for the purposes of debate, it has been posted in General Discussion rather than Advice.)
Now, say a player were to create a celestial bloodline sorcerer. Said character is wholly evil and regularly binds powerful fiends to her service to do her bidding. The character background says something to the effect of "she gained great power through pacts with powerful celestial creatures, whom she then betrayed to their deaths in order to keep the power she tricked them out of."
Now, let's say there is also a GM who, part way through the campaign (or possibly near the beginning) declared that the above PC was (or would be) cursed by the gods for her vile treachery. The curse would take the form of the PC being changed from a celestial bloodline sorcerer to some other "curse-like" bloodline such as aberrant, abyssal, infernal, or undead.
In the context of the game's story arc, such a significant character change makes perfect sense, so the GM goes with it.
In the context of the game, however, the player is distraught. It was not his choice to have such a change occur. It is (or rather, was) his character and the GM has all but taken it away from him. He has lost what little control in the campaign world he had, his character. He can't even use his Flyby Attack feat anymore because his character no longer has Wings of Heaven!
So I ask you all this: Just how much control does/should a GM have over a player's character? Does the amount or form of character control differ during character creation then it does during the middle of a campaign?
I have a player that constantly wants to have joke items or characters that are just weird for the sake of weirdness. As a GM I just try to nip such things in the bud and not allow the characters to fully develop into something I find deplorable and disruptive to other players or to my own sensibilities. If a player is considering a gunslinger because I said they had carte blanche when it comes to all of the published paizo material, and the setting doesn't have revolvers, I let them know that firearms are vastly mechanically inferior to bows as a choice in my game, and if they want to be relevant to the party, they will have a bad time as a gunslinger. I have a player that wants to create race concepts with the race builder that I just consider stupid, mostly because they are half-jokes. I let him know that right out of the gate, and try to work out an acceptable alternative that doesn't break my immersion as the storyteller of a homebrew game. I'm not willing to spend hours every week prepping an immersive, well oiled machine of a game for someone who just wants to tell a joke with a bad punchline. I am just not motivated to do so.
Thats my take on it as a GM. As a player I prefer to discuss such things between sessions, and try to listen much more than I talk, to see where the "gift" or "storytelling element" or macguffin is going and what the payoff will be. More often than not I am pleasantly surprised.
On the specific example, as a player I would ask the DM if my character could beseech asmodeus or some named or unamed evil power who's goal I am aligned with to give me patronage in the form of the curse being twisted into a fallen angel bloodline. The wings turn black and leathery, the fire of heaven becomes helllfire and the goodness slowly strips away to the venom of hell. Heaven forsakes me, so I take up a new patron. I get to keep all my old powers, just reflavored as being corrupted, (nothing some illusions can't hide) and everyone gets what they want.

Vod Canockers |

It does really mean something. It means Feng Gao the monk has the following traits at level 1:
+1 BAB
+2 Fortitude
40 foot movement speed
Martial Weapon Proficiencies
Light and Medium Armor Proficiencies (Most he'd ever use is Masterwork Studded Leather in the 'flexible modern-ish leather depicted in the artwork' type, which has 0 Armor Check Penalty)
Combat Focus (Rage Mechanic)EDIT @ Vod: I'd probably just scrap the character for something else for your campaign then. When I design a character its because I want to roleplay that character. Changing the backstory is changing the character which kills it for me.
As a GM with a player like you, I would work out an acceptable back story between us before you started building a character. I would also lay out any potential pitfalls, such as pissing off the God where your powers came from.

Vod Canockers |

I have a player that constantly wants to have joke items or characters that are just weird for the sake of weirdness. As a GM I just try to nip such things in the bud and not allow the characters to fully develop into something I find deplorable and disruptive to other players or to my own sensibilities. If a player is considering a gunslinger because I said they had carte blanche when it comes to all of the published paizo material, and the setting doesn't have revolvers, I let them know that firearms are vastly mechanically inferior to bows as a choice in my game, and if they want to be relevant to the party, they will have a bad time as a gunslinger. I have a player that wants to create race concepts with the race builder that I just consider stupid, mostly because they are half-jokes. I let him know that right out of the gate, and try to work out an acceptable alternative that doesn't break my immersion as the storyteller of a homebrew game. I'm not willing to spend hours every week prepping an immersive, well oiled machine of a game for someone who just wants to tell a joke with a bad punchline. I am just not motivated to do so.Thats my take on it as a GM. As a player I prefer to discuss such things between sessions, and try to listen much more than I talk, to see where the "gift" or "storytelling element" or macguffin is going and what the payoff will be. More often than not I am pleasantly surprised.
On the specific example, as a player I would ask the DM if my character could beseech asmodeus or some named or unamed evil power who's goal I am aligned with to give me patronage in the form of the curse being twisted into a fallen angel bloodline. The wings turn black and leathery, the fire of heaven becomes helllfire and the goodness slowly strips away to the venom of hell. Heaven forsakes me, so I take up a new patron. I get to keep all my old powers, just reflavored as being corrupted, (nothing some illusions can't hide) and everyone gets what they want.
And I as Asmodeus, or whomever would likely grant that, although I would likely leave some part of the original look of the Celestial Bloodline just because that sort of deity can be a jerk that way.

littlehewy |
3 people marked this as a favorite. |

Personally, I'm way into fluff - it makes the (imaginary) world go round.
But I have no problem with kurt-ryder's reskinned barbarian. He's gaining no extra power than any other barbarian (which relieves him of the honestly offensive "munchkin" label), he's just taking a class that anyone can take, and giving the whole concept a new roleplaying spin.
That's not mechanical skulduggery (ie munchkinism). That's roleplaying.
Bravo kurt-ryder! I applaud the way you have brought imagination to the fore of your character concept. You've taken completely permissible mechanics and presented them with a different flavour.
For what it's worth, I'm running a cleric of Loki (in Kobold Press's Midgard setting) that is not a priest at all, just a very devout thiefsneak whose patron god favours him with divine benefits. (A couple of well-chosen traits have helped round out my class skills, but alas my middling Int means I'll never be as good at roguish stuff as a rogue. Nor can I disable magical traps. Yet.)
Classes are not professions. They are mechanical constructs. One can mechanically be a fighter while still being a smith, calling oneself a smith, and personally conceiving of oneself as a smith.
As far as the OP goes, it looks to me like just a complete breakdown in GM/player play styles, expectations, and communication. Ick. Or is it really entirely hypothetical, RD?

Vod Canockers |

Personally, I'm way into fluff - it makes the (imaginary) world go round.
But I have no problem with kurt-ryder's reskinned barbarian. He's gaining no extra power than any other barbarian (which relieves him of the honestly offensive "munchkin" label), he's just taking a class that anyone can take, and giving the whole concept a new roleplaying spin.
That's not mechanical skulduggery (ie munchkinism). That's roleplaying.
Bravo kurt-ryder! I applaud the way you have brought imagination to the fore of your character concept. You've taken completely permissible mechanics and presented them with a different flavour.
For what it's worth, I'm running a cleric of Loki (in Kobold Press's Midgard setting) that is not a priest at all, just a very devout thiefsneak whose patron god favours him with divine benefits. (A couple of well-chosen traits have helped round out my class skills, but alas my middling Int means I'll never be as good at roguish stuff as a rogue. Nor can I disable magical traps. Yet.)
Classes are not professions. They are mechanical constructs. One can mechanically be a fighter while still being a smith, calling oneself a smith, and personally conceiving of oneself as a smith.
As far as the OP goes, it looks to me like just a complete breakdown in GM/player play styles, expectations, and communication. Ick. Or is it really entirely hypothetical, RD?
My current Cleric is a blacksmith, ranks in craft(blacksmith) and all, even carries around tools. That came in handy when we needed to get through some locked doors, he pulled out his hammer and chisel and popped the hinges. (The GM started having doors open away from the party to hide the hinges.)

littlehewy |

My current Cleric is a blacksmith, ranks in craft(blacksmith) and all, even carries around tools. That came in handy when we needed to get through some locked doors, he pulled out his hammer and chisel and popped the hinges. (The GM started having doors open away from the party to hide the hinges.)
Well, that's just nasty! S/he could at least give you a 50/50...

Scythia |

Sorry to offend but taking a class like barbarian and not actually playing a Barbarian as the character is actually munchkining.
A class is a set of mechanical rules, not a straight jacket.
Does every Barbarian character in your games have to be a savage musclebound brute from the wilds or wastes that eats with his hands, swings a weapon as big as himself, wears only scant furs, and communicates with grunts?
Would you be okay with someone playing a Barbarian with this backstory: He grew up on the streets in a city as an orphan, learning to take care of himself because nobody else would. Developed an intense anger at the world for the vast unfairness in his life. Tried to join the local army/militia as a teen, went through training, and got kicked out because he lost his temper in a training bout and cripped another recruit. He wanders, seeking a chance to prove himself, alwaye eagre to fight, still brimming woth anger.
Nothing there that says barbarian as in furs or savagery, but it's a perfectly fine excuse for someone who fights by drawing power from their anger.
Furthermore, muchkining is attempting to get a mechanical advantage. Using Barbarian as one's class gives one no more advantage than anyone else playing a Barbarian, regardless of what the character calls themself. Calling yourself a Monk doesn't give you +WIS to AC, or Flurry of Blows. It means the character believes he is part of the monastic tradition.

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Where I disagreed with you was the GM having to tell the player what happened and what is going to happen and then giving the player the option to change character. What happened should be self explanatory at a high level. Taking scenario 1 - you p*ssed off a God enough that they took time out of running their part of the multiverse to personally alter reality so that you've got a different bloodline. Taking scenario 2. You've picked up the Axe and now have an overwhelming urge to keep it [Will save DC999 or whatever to drop].
The Mayans were right! Shadow and I actually agree on something.
To fully answer RD's scenario, since this is the character creation phase, I'd tell the player that his choices carry major implications and unknown consequences, and that I take the particular rules text fairly seriously. At that point I'd give him the option to redo his character concept, or risk the consequences of "being watched." If he decides to go ahead irregardless, see my "cosmic buzzsaw" comment earlier.

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So why aren't the evil gods cursing every paladin they find so his bonded weapon becomes a club or his mount a pony?
Because then the good gods do the same and it winds up esclating to that scenario which no diety wants... open war on the prime material plane. Why don't they want that? Who knows, but it's a standard trope that the gods by mutual, spoken or unspoken agreement don't generally act directly on the Prime, but through agents (i.e. clerics and followers).
Occasionally the rule gets broken, but there are always consequences to that.

Strannik |

Jaçinto wrote:Sorry to offend but taking a class like barbarian and not actually playing a Barbarian as the character is actually munchkining.A class is a set of mechanical rules, not a straight jacket.
Does every Barbarian character in your games have to be a savage musclebound brute from the wilds or wastes that eats with his hands, swings a weapon as big as himself, wears only scant furs, and communicates with grunts?
Would you be okay with someone playing a Barbarian with this backstory: He grew up on the streets in a city as an orphan, learning to take care of himself because nobody else would. Developed an intense anger at the world for the vast unfairness in his life. Tried to join the local army/militia as a teen, went through training, and got kicked out because he lost his temper in a training bout and cripped another recruit. He wanders, seeking a chance to prove himself, alwaye eagre to fight, still brimming woth anger.
Nothing there that says barbarian as in furs or savagery, but it's a perfectly fine excuse for someone who fights by drawing power from their anger.Furthermore, muchkining is attempting to get a mechanical advantage. Using Barbarian as one's class gives one no more advantage than anyone else playing a Barbarian, regardless of what the character calls themself. Calling yourself a Monk doesn't give you +WIS to AC, or Flurry of Blows. It means the character believes he is part of the monastic tradition.
There is an NPC in one of the Kingmaker books that has some levels of barbarian b/c he has anger management issues. Should we call that guy a munchkin? I think the issue is that in 3.x days, barbarians were by default savages, they weren't even literate. That is no longer the case. Personally, I still enjoy playing a wild & crazy barbarian, but story-wise there's no reason that any warrior with a really bad temper couldn't be a barbarian.

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Blake Duffey wrote:Thank you Ravingdork, Toz, and Charender.You misunderstand, I was speaking as the player of the PC. I get to choose my characters family. The GM can suggest, but not mandate.
Actually you get to choose what you're allowed to choose. If the campaign is very heavily run on social positions, it may be the DM who determines what kind of family you're born into.

Ravingdork |
2 people marked this as a favorite. |

Yeah see I can't play like that.
I'm the exact opposite. If I can't flavor my character to suit, then it no longer feels like roleplaying to me.
Focusing yourself and the inability to use any skill that requires patience or concentration do not mesh.
It makes sense to me. He is so focused on combat, that he is not focused on anything else.
Seems to fit the definition of "focused."
To be honest kyrt-rider, there is a term for the kind of people that play like you and it has become derogatory. If you treat things like class as just a meaningless construct to boost your power, you're being a munchkin or "Gros Bill." It's an older term for players like that and there are many GMs and players that don't like people like that in a roleplaying game. That's fit more for Rollplaying, not Roleplaying.
I've not heard that before, nor does it make any sense to me. I'm with kyrt-rider on this one. Being able to make such changes can only help roleplay.
They wouldn't teach martial weapons because monasteries in pathfinder, or golarian at least, just don't. Monks use their body and certain specific monk weapons, but mainly their body. And the point behind Ki is that it is supposed to take focus and concentration. But that is fluff and people that just treat a class like a construct wont care.
Do you have a reference for that? Is there any passage in any Campaign book that explicitly states that monk traditions don't also train in martial weapons sometimes?
Sorry to offend but taking a class like barbarian and not actually playing a Barbarian as the character is actually munchkining.
How on earth is that munchkining!? If anything, he's weaker than a normal barbarian because he's invested in subpar options like Improved Unarmed Strike.
No I am saying you need a backstory and an actual personality, but your class needs to reflect it. Class should not be an arbitrary construct and it should really mean something.
How does kyrt-rider's class not reflect his character's personality and backstory? It totally means something the way he has presented it. Hardly an arbitrary construct.
EDIT: Seems I'm a little late to this particular party. :P

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Regarding confining class to a tightly focused flavor: it's extremely frustrating when you're trying to play a barbarian and other folks at a table are either insisting it's played like some cliched constantly growling Ahnold-esque moron or talking over how you're actually playing your character to reference that.
We abandoned stuff like "thief" as a class name to curb nonsense like that. Confining imagination to cookie cutter parameters is one of the worst things we could do to the game.
GMs need to use their judgment. But it also pays to keep an open mind and try not to let their own preferences lock out new ideas.

Blake Duffey |
You misunderstand, I was speaking as the player of the PC. I get to choose my characters family. The GM can suggest, but not mandate.
You are correct, I did misunderstand your comment.
If the player told me at creation he had a mother and father and two sisters, I wouldn't change that. If the player told me at PC creation nothing, I feel well within my GM purview to add as I see fit.
I also feel well within my purview to add additional content. These are NPCs - and the GM controls NPCs.

Katz |

Regarding confining class to a tightly focused flavor: it's extremely frustrating when you're trying to play a barbarian and other folks at a table are either insisting it's played like some cliched constantly growling Ahnold-esque moron or talking over how you're actually playing your character to reference that.
We abandoned stuff like "thief" as a class name to curb nonsense like that. Confining imagination to cookie cutter parameters is one of the worst things we could do to the game.
GMs need to use their judgment. But it also pays to keep an open mind and try not to let their own preferences lock out new ideas.
Oh, that reminds me of an argument with my GM (out of game). He mentioned playing in a game run by a friend of his, a novice GM...who did 'stupid things' like have a ship captain be a barbarian. Because barbarians do nothing but rage, right? With less than an hour of raging per day, at max level? (unless I messed up the math). He REFUSED to see the barbarian as anything but an out-of-control psychopath, and you're not allowed to make anything different.
Also (as my bf found out while trying to play a character), in his mind, Clerics have to follow a diety, and be devoted to a cause. 'Cause' here not really meaning much, since when my bf identified the domains he wanted, which fit with his character's (A Cavalier, wanting to multiclass into Cleric) ideals, he was told that it didn't make sense. Also, he was apparently trying to 'powergame' by multiclassing into Cleric to get healing magic. Probably the second-closest I've come to walking out of a session...especially since, not ten minutes later, the GM let me multiclass my sorcerer into Oracle based on even less reasoning...

Blake Duffey |
Except... you can. You totally can. If you want to say, as part of your backstory, that you had two brothers, both of whom were killed by orcs, thus prompting you to become a Ranger with Favored Enemy (Orc) on a grim and gritty quest for revenge then you can absolutely "choose" that. Your family clearly is in the purview of the player to decide at character creation. If you want to say you had brothers, you had brothers. (And conversely, if you want to say you were an only child, you should likewise be able to specify that by the same principle.)
If the player provided that as the general backstory, I would certainly not try to change it. That said, the GM has final approval of anything of that sort ("My brothers were killed by orcs and I was adopted by the King, so now I'm the King")
If I say 'the campaign is set in the elven lands and all the PCs are elves working towards defending the kingdom' - you can't play a dwarf. If I disallow a class (which I often do), those are the rules by which the game is played. Simply because a player shows up with the latest splat book (which was more of a problem in the past) he can't simply add those spells to his list or feats to his list.

MrSin |

Why not ask the player what and who his family is? I don't always think intensely about who my uncle was at family creation, sometimes I forget to write things down or don't have much space to write it, and I know a few people who would feel kind of violated by you giving and naming their friends and family.
No need to add much anyway. You can easily replace friends and family with NPCs of your own making. No need to suddenly have father issues or a famous bloodline.
And fluff is easy to change. So long as the GM is okay with it and the other players don't freak out too much. Barbarian's get four skillpoints per level and just get angry now and then, and you can reflavor the rage easily(especially if you have controlled rage imo.) If it helps bring a character idea to life I don't see why not, its not like they're doing something no one else can do.

Buri |

That can be taken a few different ways. Are you introducing these relationships to give those character's a really bad day? That kind of GMing pisses me off pretty quickly. I'm talking the sort of bad day similar to thus:
You walk in the room to find the BBEG is your uncle. You see the guard captain's look on his face as he sees the relation on your faces. Afterward he no longer trusts you and gets the town to basically shun you for your relationship to the bad guy. Inconveniently enough for you, the prospect on your mission to secure several alliances within the town just became much more grim.

Charender |
1 person marked this as a favorite. |

Vod Canockers wrote:Of course not, just like the PC can't say the orc didn't crit him. My point was that it was known that extreme view point was not being taken,so it was a bad example.wraithstrike wrote:Charender wrote:Those who argue semantics normally dont have a real argument. Would you like to try that again with a GOOD example?Frerezar wrote:GM has no control, period. All changes to a PC are part of an agreement between GM and player, and as such should include a discussion if either are unconfortable.GM: The orc crits you with a greatsword for 30 damage. You have 3 HP left, so your character is dead.
Player: Well, since we didn't have a prior discussion about the exact effects of orcs with greatswords hitting my character, I do not agree to you changing my character's status from living to dead, and thus that hit is negated...
If would seems that DM has zero control is a ridiculous extreme to stick to.
You find as a part of a treasure hoard a Belt of STR +2. When you put it on you discover that it is fact a Belt of Opposite Gender.
Can the PC say "No that didn't happen?"
From the original Quote "GM has no control, period."
I gave an example of what zero DM control would look like.
Note: The other extreme, "The DM has complete control over a player character" is equally stupid. That situation exists, it is called a book, and while they are fun to read, I would not want to play one.

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Jaçinto wrote:No I am saying you need a backstory and an actual personality, but your class needs to reflect it. Class should not be an arbitrary construct and it should really mean something.Sherlock Holmes was a Rogue.
Hmmm, in the American series Elementary I would have picked his class as Moron. Each to their own.

Strannik |

If the player provided that as the general backstory, I would certainly not try to change it. That said, the GM has final approval of anything of that sort ("My brothers were killed by orcs and I was adopted by the King, so now I'm the King")
If I say 'the campaign is set in the elven lands and all the PCs are elves working towards defending the kingdom' - you can't play a dwarf. If I disallow a class (which I often do), those are the rules by which the game is played. Simply because a player shows up with the latest splat book (which was more of a problem in the past) he can't simply add those spells to his list or feats to his list.
I agree w/ all of this, but I would still argue that a GM should be asking/conferring with the players prior to changing their back story in any way. This can cause rifts in a gaming group. Just b/c something is convenient for the GM doesn't mean they should do it. I guarantee you, as someone who uses personal story hooks all the time (characters family members, etc) that 99% of the time, the player will have no problem w/ whatever your idea might be, and for that 1% a quick conversation can find a suitable substitute.

claymade |
If the player provided that as the general backstory, I would certainly not try to change it. That said, the GM has final approval of anything of that sort ("My brothers were killed by orcs and I was adopted by the King, so now I'm the King")
If I say 'the campaign is set in the elven lands and all the PCs are elves working towards defending the kingdom' - you can't play a dwarf. If I disallow a class (which I often do), those are the rules by which the game is played. Simply because a player shows up with the latest splat book (which was more of a problem in the past) he can't simply add those spells to his list or feats to his list.
Of course the GM can set the general parameters of their world at the outset that the players then subsequently work within: what races and classes are available for the players to pick from. That has nothing to do with the GM subsequently mucking around with a backstory they approved (however detailed or non-detailed) that their player then constructs within those parameters.
Now, to be fair, I know how awesome that sort of thing can feel as the GM to throw a curve ball at the players. And personally? I've tried to facilitate that with my own characters at times. There was one character I built where I specifically told the GM that there were multiple blank spots I had left in my backstory that he could feel free to just go wild with if he wanted to. And he did; the father that my character had thought was dead actually turned out to be one of the Big Bads. It was good times.
But see, that's the thing. We established beforehand that I was cool with him throwing some curveballs in there, that yes, I had deliberately written the backstory to allow for that freedom. So when it happened, it wasn't the GM dictating what my character's backstory actually was to me, it was the two of us collaborating in a way we'd worked out the groundwork for previously, and already knew we were both on the same page with. Especially since those deliberately-blank spaces obviously weren't left in places that I felt would damage the fundamental things I liked about my character either way.

Strannik |

Now, to be fair, I know how awesome that sort of thing can feel as the GM to throw a curve ball at the players. And personally? I've tried to facilitate that with my own characters at times. There was one character I built where I specifically told the GM that there were multiple blank spots I had left in my backstory that he could feel free to just go wild with if he wanted to. And he did; the father that my character had thought was dead actually turned out to be one of the Big Bads. It was good times.
I think I'm going to borrow this.
And I would say, an excellent compromise between the two argued opinions, I think. Player doesn't feel like his character is being arbitrarily changed. The GM can surprise the player w/ some back story related stuff.
Very nice.

Blake Duffey |
That can be taken a few different ways. Are you introducing these relationships to give those character's a really bad day? That kind of GMing pisses me off pretty quickly. I'm talking the sort of bad day similar to thus:
You walk in the room to find the BBEG is your uncle. You see the guard captain's look on his face as he sees the relation on your faces. Afterward he no longer trusts you and gets the town to basically shun you for your relationship to the bad guy. Inconveniently enough for you, the prospect on your mission to secure several alliances within the town just became much more grim.
I wouldn't introduce a relationship simply to annoy the player. (I wouldn't do anything to simply annoy the player - the goal of the game is fun for all).
If the BBEG is the PCs uncle, then maybe he has to deal with the negative outcome of that. I don't think that's wrong. If the BBEG is always the same PCs uncle - that's a problem.

kyrt-ryder |
Blake, I have a question for you about your typical players.
Based on your earlier posts in this thread, I get the impression you tend to have mostly casual gamers who don't really invest much into fleshing out their character's identity/backstory/motivations/purpose. Would you say that's generally correct?

Blake Duffey |
I would still argue that a GM should be asking/conferring with the players prior to changing their back story in any way. This can cause rifts in a gaming group.
I don't even disagree with this. I don't feel that I 'changed' his PC backstory. I added to it. (I see these as two different things)
As a long time GM/player, I feel integrating the PCs with the rest of the setting provides a 'depth' you don't get otherwise. Otherwise it seems like the PCs are from another planet - they never meet anyone they've ever met before, they never run into something from their past that impacts their future. Sure I can gen up an NPC for the blacksmith. But if the blacksmith was a friend of your PCs father - now there is a connection that makes sense, and it explains why he's willing to help you. Maybe you find out that your father joined an expedition along with the smith he never told you about, and we suddenly have a plot hook. That's a GOOD thing.
I don't feel I should have to argue with a player 'my father NEVER knew a blacksmith!?!?!?!'

Blake Duffey |
Blake, I have a question for you about your typical players.
Based on your earlier posts in this thread, I get the impression you tend to have mostly casual gamers who don't really invest much into fleshing out their character's identity/backstory/motivations/purpose. Would you say that's generally correct?
A fair question - my group consists of long-time gamers who tend to develop (in my opinion anyway) fairly limited backgrounds for their PCs. I'm sure it tends to color my opinions - if they gave me pages and pages of backstory I might have a different experience.
I'm not sure it would change my underlying opinion, however. I don't feel the player has complete and untouchable control over everything within the PCs sphere of influence. I also don't think 'you see an old man. You remember him from a tavern five years ago when you were travelling the Sword Coast' is some drastic alteration of a PC concept.
Even a detailed back story of a PC isn't going to include everyone he ever met, every action he took, every move he made. Now I'm not going to insert some drastically 'wrong' event into a history 'your paladin killed everyone in the market a few years back'. That's inconsistent.

kyrt-ryder |
You're certainly right that a backstory won't include everything the PC ever did/everyone they ever met, and you are within your rights to include someone his father was involved with IF his father was in a position to be involved in such a scenario. Say for example that his father was the only Blacksmith in an out-of-the-way village whose mentor died a long time ago.
I just tend to be of the position that- if it relates to a character's origins/past/personal experiences- its something that should be run by the player.
In the example of the yellow eyes. "Hey Johnny, that sounds like it might have come from Orcish heritage. How would you feel about having an Orc for a recent ancestor... say... a grandfather or something? Which would you prefer, the typical raider's rape or a forbidden romance, or something else I haven't thought of?"
EDIT: and of course 'you met him in a tavern 5 years ago when you were travelling the Sword Coast' only works if the character WAS travelling the Sword Coast at that time. A player whose character with a general 'traveled around being badass' type backstory should probably embrace something like that, but in the case of a player like me who tends to painstakingly detail the exploits and significant experiences of my character prior to the campaign, that could introduce a huge plothole/inconsistency.

Blake Duffey |
I just tend to be of the position that- if it relates to a character's origins/past/personal experiences- its something that should be run by the player.
I guess I just don't see it that way. These are NPCs. This is part of the back story of the setting. The PC wasn't there (he may not have been born).
When I'm in the player chair, I don't feel like I can dictate to the GM the actions of every ancestor of my PC or every event that happened before this group of PCs started. If I tell the GM 'my PC travelled through the Swamps of Sorrow' I don't think it's out of bounds for the GM to say 'you met someone in the swamp' or to develop some details of that time. Otherwise the PCs feel like they simply sprang into being from the ether.
I don't think that makes sense.

Blake Duffey |
EDIT: and of course 'you met him in a tavern 5 years ago when you were travelling the Sword Coast' only works if the character WAS travelling the Sword Coast at that time. A player whose character with a general 'traveled around being badass' type backstory should probably embrace something like that, but in the case of a player like me who tends to painstakingly detail the exploits and significant experiences of my character prior to the campaign, that could introduce a huge plothole/inconsistency.
But if you travelled the Misty Mountains instead, perhaps the old man you meet was from there. I would try to avoid anything that would be inconsistent with the 'history' as established.

kyrt-ryder |
The PC wasn't there, but its still tied to the player's character you get what I'm saying?
Yes if someone told the DM his PC traveled through those Swamps the DM would be within his right to add detail to it such as someone they met there or whatnot. That's a good thing.
Where I would have a problem is if you suddenly say my character traversed those swamps before without talking to me about it. If he lived in an area where travel to and from the rest of the world required going through the swamp, then sure, but if its in some out of the way backwater? Ask me first.

Strannik |

Strannik wrote:I would still argue that a GM should be asking/conferring with the players prior to changing their back story in any way. This can cause rifts in a gaming group.I don't even disagree with this. I don't feel that I 'changed' his PC backstory. I added to it. (I see these as two different things)
As a long time GM/player, I feel integrating the PCs with the rest of the setting provides a 'depth' you don't get otherwise. Otherwise it seems like the PCs are from another planet - they never meet anyone they've ever met before, they never run into something from their past that impacts their future. Sure I can gen up an NPC for the blacksmith. But if the blacksmith was a friend of your PCs father - now there is a connection that makes sense, and it explains why he's willing to help you. Maybe you find out that your father joined an expedition along with the smith he never told you about, and we suddenly have a plot hook. That's a GOOD thing.
I don't feel I should have to argue with a player 'my father NEVER knew a blacksmith!?!?!?!'
2=2
2+2=4
Strangely, adding something to 2 changes it.
I don't disagree w/ the premise of depth to characters, and I don't disagree that the GM can come up w/ some ideas to create more depth to a character. But I would still say that the GM should ask the player ahead of time. It takes no effort. At all.
And I've never had a player argue that their father didn't know a blacksmith. That's silly. But I could imagine a player arguing their character was not descended from an orc. That's quite a different change and would shape the way the community viewed his character and how the character viewed himself in a way the player may not be comfortable with. And clearly wasn't w/ the example you gave.
Again, I'll ask this again, as it has yet to be addressed. Is it really that much trouble to say, "Hey, Bob, do you mind if I do <insert idea here>?"

claymade |
I just tend to be of the position that- if it relates to a character's origins/past/personal experiences- its something that should be run by the player.
In the example of the yellow eyes. "Hey Johnny, that sounds like it might have come from Orcish heritage. How would you feel about having an Orc for a recent ancestor... say... a grandfather or something? Which would you prefer, the typical raider's rape or a forbidden romance, or something else I haven't thought of?"
Yeah. Or to put it another way, if a given plot element is something about the character's backstory that they could have specified one way or another in their backstory, they don't later on cede away control over that sphere of influence just because it didn't occur to them, at that particular time, to specifically say "and no, by the way, these yellow eyes are not from Orc parentage" in their backstory. It's still their backstory, it's still theirs, that hasn't changed.
When I'm in the player chair, I don't feel like I can dictate to the GM the actions of every ancestor of my PC or every event that happened before this group of PCs started. If I tell the GM 'my PC travelled through the Swamps of Sorrow' I don't think it's out of bounds for the GM to say 'you met someone in the swamp' or to develop some details of that time. Otherwise the PCs feel like they simply sprang into being from the ether.
But see, that's the thing. It's entirely likely that the PCs that you're speaking for won't feel like they sprang from the ether, because they will have their own ideas of how things like that trek through the swamp that they told you about went. Maybe for the PC, he envisioned the trek through the swamp as a harsh, lonely experience that wore on his spirit as he traveled through the cold isolation of the misty moors. And then the happy, jolly minstrel with his off-key lute shows up talking about how "hey remember back when we were treking through the Swamps of Sorrow together? man, those were some good times, it's good to see you again!"
I just don't see what you find so affronting about the idea that the GM really ought to check with his players for something like that, before introducing a plot element based on the backstory that they created. That he ought to say "hey man, just wanted to check with you, that trek through the swamp that you mentioned, could you give me a little more detail on how that went? did you travel with anyone, were you alone, might you have encountered any travelers along the way?"
Maybe even "I was thinking that you might have come across, say, an old crone in a hut there, and talked with her for a bit, does that sound cool to you?" And then you can even tailor the backstory to exactly how the player thinks he would have reacted to the situation with the crone, or whoever it was you wanted him to have met out there. Or just veto it, if it's not something that actually fit with the concept for that trip he'd had in his backstory.
Because, as mentioned, it is his backstory. If he'd imagined meeting an old crone as part of that, he could have said so, and if you want to alter his vision of how he imagined that trek through the swamp happened, it would be courteous to get his permission first before impinging on the part of the story that is his responsibility to write.

thejeff |
Blake Duffey wrote:Strannik wrote:I would still argue that a GM should be asking/conferring with the players prior to changing their back story in any way. This can cause rifts in a gaming group.I don't even disagree with this. I don't feel that I 'changed' his PC backstory. I added to it. (I see these as two different things)
As a long time GM/player, I feel integrating the PCs with the rest of the setting provides a 'depth' you don't get otherwise. Otherwise it seems like the PCs are from another planet - they never meet anyone they've ever met before, they never run into something from their past that impacts their future. Sure I can gen up an NPC for the blacksmith. But if the blacksmith was a friend of your PCs father - now there is a connection that makes sense, and it explains why he's willing to help you. Maybe you find out that your father joined an expedition along with the smith he never told you about, and we suddenly have a plot hook. That's a GOOD thing.
I don't feel I should have to argue with a player 'my father NEVER knew a blacksmith!?!?!?!'
2=2
2+2=4
Strangely, adding something to 2 changes it.
I don't disagree w/ the premise of depth to characters, and I don't disagree that the GM can come up w/ some ideas to create more depth to a character. But I would still say that the GM should ask the player ahead of time. It takes no effort. At all.
And I've never had a player argue that their father didn't know a blacksmith. That's silly. But I could imagine a player arguing their character was not descended from an orc. That's quite a different change and would shape the way the community viewed his character and how the character viewed himself in a way the player may not be comfortable with. And clearly wasn't w/ the example you gave.
Again, I'll ask this again, as it has yet to be addressed. Is it really that much trouble to say, "Hey, Bob, do you mind if I do <insert idea here>?"
The only counter to that is that it can spoil a big reveal and remove some of the drama and tension. You've got to balance that against the chance of breaking the player's concept of his character.
Imagine how well the climatic moment would have worked if the GM had checked with Luke's (and Leia's) players to make sure it was OK that Vader was their father. OTOH, being an orphan with mysterious disappeared or dead parents is pretty much an invitation.

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If the player told me at creation he had a mother and father and two sisters, I wouldn't change that. If the player told me at PC creation nothing, I feel well within my GM purview to add as I see fit.
And some players won't mind. Others will. I wouldn't flip out about it, but I would tell you that I prefer a little warning about those things. Some of us work things out as we go.
It's really about knowing your players and not stepping on their toes.