OK, DMs and players, where do you stand on the issue of a "hopeless" character? Reroll it, or see it as a role-playing opportunity?
Let's let Professor Barker and Zeb Cook weigh in on opposite sides:
"Should a player roll a totally unsuitable character, the referee (at his option, not the player's) may allow the player to roll over for a totally new character. Re-rolling individual basic talents is NOT allowed, nor is it possible to transfer points from one talent to another. If one rolls a puny weakling, thus, or a hopelessly stupid clod, it is best to let him or her wander off into the sunset and roll for a new persona!"
-- M.A.R. Barker, Empire of the Petal Throne, 1975, p.12.
"Don't give up on a character just because he has a low score. Instead, view it as an opportunity to role-play, to create a unique and entertaining personality in the game. Not only will you have fun creating that personality, but other players and the DM will have fun reacting to him."
-- David "Zeb" Cook, 2nd Edition AD&D Player's Handbook, 1989, p. 18.
Gotta say I'm with Professors Barker and Holmes on this one. Reroll until the PC has at least one ability score to get excited about, and no very low scores.
As a player, I have found Cook's advice to be cold comfort as I suffer the presence of the other players' paladins and rangers while I'm stuck with "just a fighter." If it's another player who has the hopeless character, I tend to find it annoying to put up with the PC's weaknesses unless the player is brilliantly clever or entertaining. As a DM, I get bored when heroes become thespians -- I'm really more interested in moving the plot along at a good clip and providing tactical challenges and moments of wonder than in watching improv theater.
Most D&D campaigns I've DM'd or played in featured fudging or re-rolling during character creation outside the guidelines of the RAW. Of the dozens of people I've introduced to the game, many have scratched their heads about the whole process. In my ruleset you get a character with optimal stats for his or her role, and you can individualize the character in play as you level-up. I've had no complaints so far, but would any of you strongly object to all PCs of a particular class starting with the same stats, and why?
A game designer & illustrator tries to return his sense of wonder to its original packaging.
Showing posts with label 2e. Show all posts
Showing posts with label 2e. Show all posts
Saturday, February 25, 2012
Saturday, April 2, 2011
[Campaign Graveyard] Earthlaw: AD&D 2e Science Fantasy
My closet is a graveyard of old RPG campaigns -- I was reminded of one in particular this morning when I was cleaning out my file drawer and came across some illustrations in an old sketchbook for a fun little campaign I had entirely forgotten about.
I called it "Earthlaw", referring to the part of the galaxy under Earth's jurisdiction in the far future setting of the campaign. It was a 1000-points-of-light setting before that term was coined -- with a tired, decadent human civilization in retreat, leaving lots of struggling planets outside the Earthlaw facing increasing threats from the monstrous Old Ones who had been driven to the far side of the galaxy eons earlier. Only the jedi, I mean, the Paladins, an ancient order of mystic warriors, could stem the resurgence of the Old Ones.
I tend to dislike SF settings with zillions of alien species -- give me something more like Star Frontiers, with a limited number of well-realized and distinct races. Earthlaw only had about 5 intelligent races:
Humans, of course.
Elders, who were basically immortal space elves who predated humanity, and had been all but destroyed by the Old Ones in an eons-ago battle.
Podians, who looked like floating cuttlefish.
Ferrec, adorable fox-like creatures who maintained a ruthless criminal network across the galaxy.
Urzen, nature-loving bearlike critters.
Chiba, bug like creatures with a single mind distributed among several bodies, each with a specialized function.
We used AD&D 2e rules, modified as little as possible. A hard-drive crash years ago wiped out any files I might have had, although as I go through my spring-cleaning, I'm optomistic I can find my campaign binder.
Here's a picture of a Podian, from my sketchbook, c. 2000.
I called it "Earthlaw", referring to the part of the galaxy under Earth's jurisdiction in the far future setting of the campaign. It was a 1000-points-of-light setting before that term was coined -- with a tired, decadent human civilization in retreat, leaving lots of struggling planets outside the Earthlaw facing increasing threats from the monstrous Old Ones who had been driven to the far side of the galaxy eons earlier. Only the jedi, I mean, the Paladins, an ancient order of mystic warriors, could stem the resurgence of the Old Ones.
I tend to dislike SF settings with zillions of alien species -- give me something more like Star Frontiers, with a limited number of well-realized and distinct races. Earthlaw only had about 5 intelligent races:
Humans, of course.
Elders, who were basically immortal space elves who predated humanity, and had been all but destroyed by the Old Ones in an eons-ago battle.
Podians, who looked like floating cuttlefish.
Ferrec, adorable fox-like creatures who maintained a ruthless criminal network across the galaxy.
Urzen, nature-loving bearlike critters.
Chiba, bug like creatures with a single mind distributed among several bodies, each with a specialized function.
We used AD&D 2e rules, modified as little as possible. A hard-drive crash years ago wiped out any files I might have had, although as I go through my spring-cleaning, I'm optomistic I can find my campaign binder.
Here's a picture of a Podian, from my sketchbook, c. 2000.
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| Podian. Their head-shells were hydrogen-filled chambers that alowed them to hover in the air. Pencil, c. 2000. |
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earthlaw,
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