Uh. Well I try and have a character with a compelling reason to travel, and a good explanation for their good/evil law/chaos axes. I also want to build in a little exposition about how they got started on their professional path - to me that's backstory.
Loading it with a lot of agendas and plot is... bad playing - that's what I say - I hate that - when players have their own personal agendas that derail the campaign because of some secret story that only they know about. So - avoid having an agenda unrelated to the DM's story.
Once the story is introduced though - there is a lens for interacting. I guess you mean this as the second act? Interacting with the story that the DM is telling? I'm like you with this - I try and be a good storyhawk and look for the DM's hooks. Try to play the game you know? After a while of that you get to do what? Have your own path? Direction - so you're asking about the 3rd act - when you're powerful enough to start and run the table?
Well Abjuration is a nerf - self-nerf. But I like it because it connotes a deep investment in being a person. I'm not changing myself and my environment catastrophically, I'm just making sure that I get to be the way that I am and aren't spied on and fucked with by supernatural powers. So where does that go?
Do you realize you need to abolish supernatural powers so everyone can be likewise unmolested? It depends on the arc of the campaign. Do you try and imprison the bad actors and save the world from them?
I see this character developing in an axiomatic way - Law - that is. I think going forward he'd never help monstertown - he'd maybe try and destroy it as an affront to the proper natural order. Even if he cured everyone there and was a peacemaker type - he'd still think of it as Destroying that place. Which is I think, probably on his agenda. Anyway - I think he's sucseptible to calls for order, law and peace - so when he sees things threatening those - those are the matters he'll act upon.
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Date: 2011-06-23 01:03 am (UTC)Loading it with a lot of agendas and plot is... bad playing - that's what I say - I hate that - when players have their own personal agendas that derail the campaign because of some secret story that only they know about. So - avoid having an agenda unrelated to the DM's story.
Once the story is introduced though - there is a lens for interacting. I guess you mean this as the second act? Interacting with the story that the DM is telling? I'm like you with this - I try and be a good storyhawk and look for the DM's hooks. Try to play the game you know? After a while of that you get to do what? Have your own path? Direction - so you're asking about the 3rd act - when you're powerful enough to start and run the table?
Well Abjuration is a nerf - self-nerf. But I like it because it connotes a deep investment in being a person. I'm not changing myself and my environment catastrophically, I'm just making sure that I get to be the way that I am and aren't spied on and fucked with by supernatural powers. So where does that go?
Do you realize you need to abolish supernatural powers so everyone can be likewise unmolested? It depends on the arc of the campaign. Do you try and imprison the bad actors and save the world from them?
I see this character developing in an axiomatic way - Law - that is. I think going forward he'd never help monstertown - he'd maybe try and destroy it as an affront to the proper natural order. Even if he cured everyone there and was a peacemaker type - he'd still think of it as Destroying that place. Which is I think, probably on his agenda. Anyway - I think he's sucseptible to calls for order, law and peace - so when he sees things threatening those - those are the matters he'll act upon.