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Average Rating: 5
Number of people who have voted: 3


By the same author as Grand Line 3.5
Comments:

The character evolve




2nd May 2018, 4:50 PM

I suppose it's very common that the character evolve, superate itself and change, but... How common?

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Anvildude




2nd May 2018, 6:15 PM

I think it's actually pretty rare for a DM/Group to do this sort of "One-Player Focus" thing that often, and so it's rare that any single player character gets a chance to do some really serious, soul-searching-level development.

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DeadpanSal




3rd May 2018, 2:22 AM

I was really inspired by watching Teen Titans, so after the premise was well established, most sessions focused on one character at a time as the crux of each struggle. Riot in your hometown, assassin coming for you, your past returns, you're the only one who can resolve this problem. For 6 out of 7 players, it worked astoundingly.

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Super_Big_Mac

Super_Big_Mac




3rd May 2018, 4:47 AM
"Just RP it off like a band-aid"

My group does something that's along the lines of "One-Player Focus" but not really. Our first game had parts of our backstory being thrown into the main plot so we'd be pulled around by the nose. It was interesting, but not that fun.

Our current game, however, is almost more of a Fire Emblem-y set up. We have big battles, random encounters, and all that good stuff, but we also have semi-regular 1-on-1 RP sessions, though these mostly pop up when it makes sense.

For my character, Rauch (the slave-born brother to a slave trader), his entire reason for being part of the main group is that he and his sister are both "natural-borns;" aka those whose non-slave parent didn't use the right magical potions that would force a child to be born as the "good" race. While his sister is lucky enough to not be a slave, he's trying to win his own freedom by showing his dedication to the kingdom.

So after a few skirmishes and a minor multi-session adventure, the GM had me RP as Rauch talking with his sister... about her potential husbands. As neither of us want slavery to continue-our parents were both killed for daring to love each other once I was born, after all-her husband would have to be someone sympathetic to our cause.

It was fun bantering with an 'elder sister' who is supposed to be all "High Class" but just has too big a heart for such a cold society. And that was the first of four so far, where I've been allowed to take my character and his aspirations and grow with them, change them as time goes on. Now, the war's been halted by the usage of Fantastic Nukes, so I've been freed from my control-collar, and my group has been sent out to see just where the rest of the world stands in this near apocalyptic world.

My character went from "I'd rather start as a slave because bonus" to "I'm gonna save the Gods-be-damned world and end slavery or my name isn't Rauch the Rogue!" and it's been a wonderful journey so far... I can't wait to see where the road leads next.

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DeS_Tructive

DeS_Tructive




3rd May 2018, 8:33 AM

@Anvildude: Disagree. One in ten sessions in our group focuses on a specific character. Since we usually have 5 PCs, with rotating GMs, that's 50%. This doesn't need to be one character "hogging the limelight". You can have a family member be abducted, an old friend call in a favor or turn the advancement of a character goal in to a story.

I'll admit that it's probably more common in Storyteller-Type RPs than combat oriented games, though.

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Pablo360

Pablo360




2nd May 2018, 7:46 PM

I don't do a lot of campaigns, mostly a bunch of unconnected one-shots that have some recurring characters with virtually no continuity besides the occasional loot carryover, but even then I often find myself deliberately playing characters differently each time based on the events of the previous one-shots. With one exception.

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Kale

Kale




3rd May 2018, 7:40 PM

Sort of happened with my current character. Cain's Evil, in so far as he cares about himself first and doesn't empathize with other humans, he's a barbarian raised by wolves. Got hit with the Balance card from the deck of many things and was forced to feel terrible for all of the people he's killed when his alignment shifted to Good. Which made him rely on, rather than just use, the primal rage within to be able to effectively fight. There was a chance he was going to learn to deal with it, was basically getting counseling whenever he went drinking with the cleric, or rather went drinking with the cleric whenever he needed counseling, but the cleric chose then to leave for a year in game, so Cain was left to his own devices and personal demons and so made a deal to become evil again so that he wouldn't feel terrible anymore. Still, he's grown more compassionate after that time spent in emotional anguish, he may even become neutral somewhere down the line, but for now he basically confirms the enemy is an enemy before attacking rather than just trying to murder them outright like he did before.

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Poker




4th May 2018, 5:16 PM

if i had to tell...well i do it a bit like One piece do. that is, the events of one session (or two) are put in motion by something related to one of the PCs (or two) coming up, but then the others players get to all do something. Feel like it make them more invested that if it was just something appening to some random NPC. As for the devellopement..well i give occasion to do some if they see fit, then the player's free to grab it and try making the character evolve or just ignore it and go attack, attack, attack mode.

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