Notes about the end of childhood
Regardless of whether or not a character was raised by a family, a single mentor or an institution, the emphasis in every case should be that the character has achieved the transition from being a child to becoming an adult. This is the important stepping stone that entry into the campaign describes. The moment which becoming a member of the game’s party represents is that of the character obtaining complete prerogative to act as he or she desires. At last, the character has no more lessons to learn, no more teachers that are there to demand answers, no more parents or persons of importance to impugn the character for daring to act on his or her own behalf. The character is free.
Truth be told, this state of being hasn’t been in place very long. The character has just completed his or her studies. The character’s 1st level status has just been attained. And so, while the player is certainly champing at the bit, he or she might also realise that this character hasn’t the player’s experiences, yet.
Of late, as the game's been pushing this background thing, we've gotten into the habit of thinking of "new" characters in a campaign as ready-made, hard-bitten campaigners who are now ready to enter into the DM's new adventure. There's no sense that new characters are really "new," and the backgrounds that are being invented reflect that. Perhaps it's because so few characters in a lot of games begin at 1st level, because it's so much more "fun" to start them as 7th to 9th. Perhaps it comes from a pervasive societal sense of entitlement that we're supposed to be respected as experts by our bosses the instant we emerge onto the job market. Perhaps the internet has simply made the work of actually obtaining experience at something a dull-as-ditchwater expectation, that we don't think ought to act as a burden on our time. I don't know. I do know that new soldiers fresh out of boot start out in a war zone with a low life-expectancy, a truth that ought to apply to new 1st level characters ... not because 1st levels are "weak," but because players with 1st level characters tragically over-estimate their capabilities. I experienced that in online campaigns with more than one 1st level swaggering around as though one level was something of a great achievement.
Anyway ...
Not sure I'm going to leave the passage above in the book. I'm looking for another argument as to why I should than I can think up on my own.
I suppose I don't really care or mind this change. We want different stats, they've got to come from somewhere and upbringing is as good as anywhere.
ReplyDeleteI find it a surprising change given how many "monstrous" races they add to the game but in the context of the base humanoids it seems more or less fine. I can see a human, elf, half-orc and dwarf all having about the same possible stat line. A minotaur, a gnome and a bird-man less so.
By that same token I can see why they establish 1st levels as being so far "above" the 0s, since they see a class as a hat you wear and dip into when it's convenient and not an institution unto itself, which is why multiclassing is easy and in some ways practically expected.
I don't agree with these things, but honestly I also just could not give a goddamn if I thought that the resultant game were fun or well-designed, but so far I can't see any actual fixes for core issues in the D&D framework. They ran out of ideas, so time for a new edition that's just different enough that none of your old stuff is compatible any more.
Cool, but I'm just keeping what I've got here thanks.
As you probably know, Dungeon Crawl Classics by Goodman Games strongly advises to start new campaigns with a "funnel" : each player gets 4 level-0 PCs (no to-hit bonus, d4-damage weapons, no skill, no spell) with the most simple and humble backgrounds : peasant, blacksmith apprentice, gong farmer. These nobodies are then thrown into a series of very dangerous encounters where most will die, with survival a factor of player ingenuity and (mostly) luck. Survivors later gather to begin the real campaign at level 1, with only minor additions to their background, explaining what they did since that first adventure : enrolled in the Duke's army, studied under the local alchemist, travelled with dwarf merchants...
ReplyDeleteI see many advantages in such a procedure. Among them, the fact that it immediately shows that character death is possible and even expected at low levels, that encounters are not necessarily balanced, and that stakes can be as high or as low as the DM sees fit whatever the level is. BUT I never tried it... Have you ever considered or tried something like that ? Would you see it as a good way to enforce emerging background ? More importantly, could it in itself teach good habits to both new DMs and new players ?
I can't say that appeals to me, ViP. I have no interest in enforcing things that are "emerging," as that should be allowed to develop it's own direction. I have no trouble with using the proven format to show that character death is possible. Finally, I think it has every likelihood of teaching the wrong habits, since it's focus is on something other than simply letting the party wander as they will.
ReplyDeleteFWIW I've run a couple funnels. I've found them useful for new players who "didn't wanna spend two hours creating a character." But the objections Alexis raises are accurate. I've since streamlined my character creation to get noobs under sail as quickly as possible.
ReplyDeleteSure enough. However, as I approach the character generator, SPEED is not a priority for this book's agenda. I have every intention of adding as much depth as possible into the book's content.
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