3d6 in order gives you a character to play that isnt unnamed cannon-fodder #28959765. that is how it supports that.
rampaging-poet wrote:shadzar wrote:D&D is not a novel writing tool. try reading
this post for some help to understanding that.
I just re-read that post. While you raise some interesting points, they don't help your case as much as you think. You are correct when you say that Dungeons and Dragons isn't your personal novel, but that applies to the DM as much as it applies to the players. The DM sets up the initial state of the world, but he should strive to make the world react to the characters' actions.
AH!, but a problem with that is when the world then revolves around the PCs actions, and it doesnt. do you go into your neighbors house and try to make them throw away anything you are allergic to? of course not. likewise unles you directly interact with some part of the world that seems reason to react to you, then the PCs are ignored by that part of the world, until such time as there needs to be a reaction. you cant have a reaction without an actin first. (see Belkar in OOTS, the king of creating reactions for the sake of there being a reaction)
Furthermore, the idea that everyone needs to contribute to the story implies that all characters have to have abilities that allow them to contribute to the story.
in what way? is the person that only wants a weapon and attack roll forced to take 300 feats and such because someone else wants them? in regards to DDN and it "modules" that seems a bit confusing to have both. but is the person that wants only those few things from a fighter to enjoy the story while bashing skulls not viable because other people want all that other nonsense?
Shadzar, do you have a problem with customization or a problem with characters having abilities at all? I know you don't want people bringing a preconceived character to your games, although you still haven't convinced me that should be the general case. Would you play a game that had feats and skills if they were randomly generated instead of chosen by the player? Do you allow players to choose non-mechanical aspects of their character such as their hometown or their favourite food? How much control do you want players to have over what their characters can do?
i have a problem with needless fiddly bits that prevent either combat, story, or whole of the game to be further while several people either try to find those fiddly bits or argue over them. thus DM sets rule, everyone shuts up and follows it for the game, and after those wanting to argue can do so, and those wanting to do other things can go do other things without losing the time available for the game play itself. (see Rules Lawyers). aka "Just shut up and play!"
it doesnt have to be a general case, but neither does Fuchs swashbuckler that only wields a rapier so stops the game when he doesnt get a magical one in treasure. when people seek to create the ends of the character (even from the concept of tech-trees and "builds"), then their only goal is the outcome they want for their character, not for the sake of the game itself. thus we end up with competitive gaming within the PC party, rather than cooperative and playing WITH the other players.
i dont play games with feats or skills period. those 3.x games i sat in to fill a seat and help the DM with idea, i rarely looked at that nonsense as it was a waste of time. (see fire-building NWP)
hometown? nobody will hardly write a backstory, so it has rarely come up, and rarely do many people know much about the game world because my players have always wanted to just tavern->group->find something to fight....
in D&D you can TRY anything
within reason. that is the control the players have over what their character can "do"? the children on the forum will come up with the wild unreasonable shit here quickly like the elf being NEo in the federal building to rescue Morpheus and running up the walls while rapidly shooting arrows from a bow. the line on stupidty has to be drawn somewhere, and SoD works in the Matrix, only because it is all happening in the mind. "Do you think that is air you are breathing?" in D&D the character are confined with some real physics that are Earth connected. example of a slightly les stupid thing tried in a game:
Player: I want to knock the orc out with this cured ham i am carrying.
DM (me): you can hit him with it, treat it like a meat club for attack and damage and breaking/etc. whether it will knock him out depends on your rolls.
the whole style of "i want action to result in outcome", doesnt fly half the time. you can try an action and EVERYONE at the table will see the outcome, when it comes out.
hitting said orc in the head would likely require a called shot, but the "knockout" from the ham is still up to how the dice fall.
I'm having trouble figuring out how much customization you actually want.
lets break it down... with the exception of PHB, DMG, and MM; black reprints of 2E with all their additional stuff and everything created since is trash.
the customization is done with HOW you play your character. YOU as the player decide if your dwarf is a drunk narcissist that is afraid of water and horses, depending on how you play it.
i can play and enjoy the games i have mentioned to DDMW in the past.
i choose: race, class, name
i am given: equipment list
i can play with that little and come up with whatever character i want from there. i can even play with a pre-gen so long as it isnt weighed down with backstory like sitting in for a player so his cavalier isnt absent from the game. TAnis Half-elven when i played him through the classics, didnt act exactly as the one in the books did.
it is how you play the character not what you are given that makes the character yours. what people fail to understand is they are ALL playing pre-gens, as your list of options are still bound by what the company that published the RPG included. there is a finite numebr of permutations these can be made as characters.
(a) too many fiddly bits. wouldnt play it because it includes feats and skills
(b)(c) if it is pre-WotC and pre-PO D&D, when are we playing?
(d)(e) skills and NWPs again so wouldnt play.
Final question: should player characters have backstories? That is, do player characters exist in the world before the story begins, or do they pop into existence in a tavern somewhere without havign ever interacted with the world at any point. If characters do have backstories, who writes them?
i wish they all would, but within reason. see 2E about nonsense backstories. no nobility or wealth that blahblahblah.. to novel related where the character is jsut trying to get back what was lost. not really a tem palyer there and most players cant pull off the transition from being self centered to gain those back and discard the backstory to go with the group of PCs for their goals. Aragorn didnt seek to reclaim the thrown but avoided it until it was forced on him because that was the groups decision he did it. similar backstory, but opposite direction. that one might work?
they exist X years prior and have knowledge of the events local to them or that has spread in rumor.
nobody writes their backstories cause most players i have had are too lazy to do it and i am not going to teah them to have an imagination for their own damn character!

they might get a tiny bit if needed based on setting/world if say all wizards had to get a license, then that is forced into a backstory, and may be all that exists, but i dont roll dice for their parents to fuck to see how many kids they had that survived and are alive at home as brothers and sisters to Fred the Fighter. Fred can hav a family, and a bit of it detailed from memories and other bits may be filled in is the game needs them to appear or the PCs decide to go to Freds hometown and it still exists.
Mystara had a product to help players with that where you just rolled up some backstory on a few tables called Player's Survival Kit, and i would pass out the tables for backstory to people often, and nobody would even use them.

PCs were either a pawn, or some rip-off character from a book or movie that had the same baggage as that character. that is the type of players i often had.
