Intriguing
There’s a certain thrill that comes with going into a game cold. You don’t know jack about the campaign theme. You have no clue what your buddies rolled up. And if you’re very, very lucky, you might just wind up in the all barbarian party. As our own Barbarian is discovering today, however, the risks sometimes outweigh the rewards.
It’s a big fat feels-bad when your PC finds themselves in the wrong campaign. You were promised action, but there’s been nothing but talky scenes for the past four sessions. You wanted mystery and investigation, but it’s all been tommy guns and tentacles so far. Maybe you thought you were getting brooding personal horror in that Vampire game, but you wound up with Monster Squad instead.
I’ll admit that playing against type can be fun. You might bring a ninja to a pirate campaign for the lols, or toss a grimdark Ravenloft refugee into a cute talking animals game. But that’s playing with tone rather than campaign style. And if you happen to be a musclebound rage machine stuck in perpetual intrigue, you’re going to have a bad time. Same deal with fast-talking con artists in a wilderness game; an arcanist tromping through the Mana Wastes; or even something as classic as a paladin in a heist campaign. Deciding to challenge yourselves knowingly is one thing. Bringing a paladin’s code to a sneak attack fight in another.
There are two schools of thought that can help here. The first lays the responsibility on the GM. In this scenario, the “wrong campaign” problem can be avoided with the help of Session Zero. The goal is to clearly articulate the kind of story you want to tell: These skills will be useful. Here are the enemies you’re likely to fight. X, Y, and Z classes are a good fit because reasons. Paizo is usually very good about this info in their Adventure Path Player’s Guides, and it can be worth your while to download one of two of these freebies to see what kinds of details get included. Of course, there is a downside to this approach. PCs are encouraged to fit a preexisting mold, and that can feel stifling for some players.
That brings us to the second school of thought. If you want to preserve a sense of total character-building freedom, that can still work. It just takes its own brand of preparation. Once the band of disparate randos have coalesced into a party, GMs can use that information as a springboard for campaign tweaks. It’s all about gathering up the characters sheets, searching for common themes, and creating scenarios tailored to the group. In other words, the world can change to accommodate the PCs. In that sense, this method arises from player rather than GM input, and is more suited to homebrew than adventure paths.
And so, as we turn to our question of the day, I can only hope that Barbarian picks up a few ranks in Diplomacy. It looks like she’ll need ’em. What about the rest of you though? Have you ever brought a really cool character to the game, only to find out that it was a terrible fit for the campaign? How did you adapt? Tells us your tale down in the comments!
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I once brought a naive half-elven knowledge cleric fresh from his forest school into the first sections of Horde of the Dragon Queen for D&D 5E. He had dreams of using all of his education to do something truly good and changing the world. By the end of session 3, he’d been witness to kobold torture from his own side and been required to leap into a river on no less than three occasions to save his own skin. I had a chat with the DM and replaced him with a heavily-armoured Fiend Pact Warlock bound to end all his battles in death.
At which point the party took a turn for the ridiculous and the campaign slowed down and relaxed, and my intentionally-edgy Death Knight in the making found himself chaperoning the Bard more than violating his alignment. It didn’t help that I’d forgotten to attach a name to the sheet, found this out three seconds before I had to introduce him, and wound up calling the guy “Clifford Redhound”.
“My name is Clifford Redhound. But you can just call me Big Red, dawg.”
Have to admit, I proved terrible at guessing the discussion thread based on the comic, this week. Rather than noticing the obvious problems that arise when a barbarian is forced into a noble’s court, I’d simply assumed that Barbarian was angry because a) she was jealous of the Lady dallying with someone else or b) the noble didn’t preface his comment with “spoiler alert”. I mean seriously, noble, not everyone’s as far ahead in the plot as you are, you can’t go around revealing plot twists like that!
Noble dude is the living embodiment of the random rumors table.
We had been told that we’d be playing an one-shot soon, though the DM hadn’t yet figured out what; I immediately went to my folder of character ideas and picked one out. The character in question was Zernonian Da’ssnotton, a chaotic friendly elf, who was obsessed with giving out compliments, to themself most of all. The DM then came out with the theme of the one-shots: we were members of the church, charged with hunting down blasphemers and heretics. So while the rest of the party rolled up paladins, clerics and fighters with holy backstories, I just said my character went to church every once in a while, and was looking to help out some friends in the church. It ended up working out quite well, as one of the players rolled up a no-nonsense, sir-yes-sir, don’t-get-paid-enough-for-this cleric, who a great foil for Zernonian. The two of them went great together, with Zernonian providing moments of comedy, and the cleric keeping things moving. In fact, the one-shot went well enough that I’m thinking of making them my character for the next campaign I’m in.
Nice to see a general personality rather than a specific motivation. The former are much more adaptable than the latter.
I mean, you could play a Barbarian with the ‘Courtier’ background as an envoy who got shipwrecked on the way to their assignment and had to survive in the wilderness.
Don’t mention islands around Robinson. He gets really upset and hulks out.
“Really? All I recall is, he got incredibly sullen that time I asked him if he wanted to go out to eat Friday next…”
lol. You win this round, RN!
Alternatively, they’re a tribal berserker who just happens to be a bit talky, on their way to “aggressively negotiate” trading rights with the big city. Worked for the Norse looking to sell walrus tusks in Byzantium.
Plus they got hired on as seasonal help!
https://en.wikipedia.org/wiki/Varangian_Guard
Recent game I had left I tried out an artificer first the first time. I was jumping into a campaign that had already started but I was told the party would be in ownership of a keep they recently obtained. “Cool,” I thought. “Then I can be the architect or something. I got the tool proficiencies to fix the place up and oversee what needs to be repaired.”
Nope. Turns out the game is far less Kingsmaker than that. Once I was formally introduced to the group we all became dukes and suddenly had a whole cadre of lackeys and tradesmen at our disposal. I figured “Alright, it’s not as if I expected to do all of the work myself. I can still oversee projects and lead reconstruction.”
Nope. Apparently we also got some major domo who took care of all of that too. Suddenly all the infrastructure and Town building I thought we would do gets autopiloted by NPC’s. And because the rest of the players didn’t really have a sense of urgency about it whenever the major domo “suggested” any projects or repairs they just went along with it while I just did pretty much nothing but tinker around with my stuff and try and do duke things, which apparently means “sit around and wait for the long to give us orders”.
In the end I just left the group. The DM didn’t exactly seem like he was actually going to give me any agency over what I could do with my character if it wasn’t simply participating in his plot. I’m all up for following a story but it felt like my whole schtick was glossed over by a whole guild of NPC’s who collectively were more useful to the group as the go-to magic item people than my artificer, and as with any game where you play as a crafter type, the DM didn’t exactly give me any workable crafting rules even WITH month long downtime that made item crafting any more or less useful than simply buying it off the market.
Well that’s a rotten experience. I guess being “the crafting guy” is one of those things to talk over with a GM before the campaign. Last time I tried it, I remember my GM getting twitchy about treasure distribution. Thought that making all the best stuff took the magic out of magic items, and that’s not where you want to be of you’ve spent feats on craft wondrous.
That’s the thing, I even asked him before I jumped in if it was okay to be an Artificer so I can craft our own items. He gave me the clear but when it came to ACTUALLY what I can make, again it was all quiet complicated. Like it wasn’t simply “Have X amount of gold and Y amount of downtime”, but I needed to gather specific parts and things from monster which for some reason despite having a vast network of other enchanters and master craftsmen, o could t simply buy those components.
Ordinary I wouldn’t mind crafting magic items out of monster parts but by the time we became dukes we were swimming in money (I’m talking 100k+), yet there was next to nothing I could do with it since not only is that money suppose to go to taking care of our various upkeeps, but the price for ANYTHING was way out of whack long before I even jumped into the game.
But yeah. The whole thing was just one huge mess I regret having gotten into. Tis one thing to not have a crafting system and then having to suddenly figure one out, but it’s another to change the whole economy when all I wanted to do was try and +1 some weapons and armor.
Yeah… 5e doesn’t seem to play well with that level of granularity.
When the system was first being pitched, I imagined that “complex crafting + crafting economy” would be one of the module options that you could tack onto your campaign. Too bad.
My main incident of this was when me and my group were planning out our next campaign, a high level one in which the entire monster manual was open for us to choose guys from at the cost of not having as many player levels. At first we thought it would be a evil campaign, so I decided to make a demon worshipping arenea sorcerer with a special hatred for paladins. The dm gave us all the freedom of how to introduce our characters before each one would feel a magical call to come to our starting location, a magical bar owned by a reoccurring character in his campaigns, a war forged named Hugh Mann, who was convinced that he was a normal human despite having things like a magical turkey oven in his chest. I introduced my guy by having him slaughter a village to his dark lord. This was also when I learned that everyone decided not to do a evil campaign in the end. Turns out this was in an email I missed. Not surprisingly, my guy got killed by the rest of the party, who were either good or neutral, around 3 sessions later, though we did try to work him in regardless at first, since it takes a while to make a level 15 guy, especially for me since I’m a bit of a munchkin.
That is not a good email to miss.
Out of curiosity, why did you decide to go ahead with the concept rather than retcon the character’s motivations? I mean, couldn’t you have done an arenea sorcerer who got betrayed by demons and now wants revenge? I mean, it sucks to abandon a concept, but it sucks worse to be killed by the party in session three.
I had some abilities based on that, though not many so i should have just changed it. In hindsight i completely agree with you, and i would have done such now, but i was new at the time, it was only my second real campaign, and the first one that i didnt come in half way through for. Changing my character somewhat just didnt occur to me at the time.
We all gain levels in gamer through hard-won experience. 🙂
It’s harder to pull off in a system like D&D, but you can sometimes find a middle ground… e.g. a character who can be as sociable as anyone most of the time, but prone to explosive outbursts when they reach the end of their fuse. Obviously that kind of thing affects your reputation a bit, but how can you call yourself an adventurer if you’re not at least a little outside the norms…
An example from a Victoriana game a few years back… we were trying to mediate a labour dispute at a mine, and my noblewoman was starting to get irritated at all the shouting, and in particular, one individual (the overseer, I think) who seemed determined to pour petrol on the flames. Eventually she lost patience, and pulling a pistol from her petticoats, fired into the air before loudly threatening to shoot the next person who spoke out of turn. Not exactly the behaviour expected of a proper Victorian lady (especially some of the language used) but quite in character for this one.
I think it’s a problem of expectations. If you thought you were in a “punch stuff” game but get stuffed into a corset and trade negotiations instead, you wind up bored. That’s especially true if you have the misfortune of sitting down at a table with lots of charismatic types who will do the talk-good thing happily with their superior scores for hours on end.
Actually, this was almost the opposite — a party with a lot of social skill and not much physical prowess, playing a game that was a lot of action and investigation, and a little intrigue.
Fortunately, although not much for close-combat, we’d also ended up with a party with substantial skill with firearms (whether from criminal background, or upper-class recreation), and no particular urge to fight fair. And in my case, a tendency to keep the lower classes between myself and the enemy… 🙂
Leaving out Session 0 for several short campaigns in a row, made me aware of the fact that no one from my local game shop likes to play cleric (or any healer). The campaigns owed their brevity to that unwillingness (as in: everybody’s dead Dave).
Took about a year and a change of 4 DMs for players to at least start alluding to the role they’d like to play in the party.
As a DM for 5e, I tell people to go wild. I can cram any character concept into Forgotten Realms, where most of the official adventures take place. Or, if it’s homebrew, I can look for a unifying theme and tailor the setting according to the players’ characters (just as you said).
As a DM for TheWitcherTRPG however, I’m completely merciless when enforcing setting-appropriate PCs. Luckily my players aren’t of the sort that starts sulking, when I tell them that they can’t play an anthropomorphic pink fox samurai.
I really need to do a comic about “kitchen sink” fantasy at some point. I think it’s a very different feel from “specific setting” fantasy. Not sure how to cram that concept into Handbook-World though….
Well, you certainly have a few parts to work with already. Your characters seem to be inspired by Pathfinder, which I didn’t play, but which does seem to come with a kitchen-sink pre-installed in the character classes. And you definitely have a few chars which stick out from the “usual” 5e classes.
A heart-rendingly lone ginger gunman, an awakened superhero horse and his love triangle, a kobold martial artist, a cybered-up street samurai and two talking swords resisting the urge to copulate (all come into a bar…..I’ll show myself out).
I think the tournament arc was the most “kitchen-sinky” comic to date, without kitchen-sink actually being the theme.
It’s a good point about the characters. I always meant for this to be a “big tent” comic, what with street samurai and World of Darkness refugees showing up. Unfortunately, I made the mistake of putting the only identifiable 5e class (Warlock) in the Handbook of Erotic Fantasy. And given our naming conventions, I can’t exactly introduce Fighter (Eldritch Knight) to the comic. Fighter wouldn’t stand for it!
our small table emergency group had no session 0 so we have two Druids and a Shifter, it works pretty good so far.
My worst „doesn’t fit“ was a traps expert with no traps in the campaign.
I wish there was an offensive version of the traps expert. A dude that could scavenge traps, repurpose them, and lay ambushes for monsters. I guess you’ve got the “symbol of death” type spells, but those sure don’t feel the same.
my Shadowdancer uses his daily Shadow Conjuration to write a Sepia Snake Sigil on scroll whenever that is left over.
Of cause you need adversaries that can read to put it to use.
“I prepared Explosive Runes this morning!”
unfortunately there is no Shadow Abjuration
It’s a bit hard to make that viable, as most encounters in most campaigns are based on the premise that the party enters the enemy’s location, which leaves little space for preparing the area with traps…
Tower defense campaign could be an interesting alternative to dungeons.
But for real, I’m imagining a more sneak-centric party that scopes the room, kites the monsters, and sets up their own choke points. That’s not gonna play well if you have a barbarian going face-first into the next combat, but it could be a nice alternate play style for some groups.
I think a trap-maker is hard to pull off. Some years ago, I was involved in some playtesting for an Iron Kingdoms book, which included a trapper occupation… basically, you could build various ewok-style traps, pits, falling logs, etc.
Unfortunately, it really didn’t work as a concept to build a character around… it’s nice to be able to do that kind of stuff, but it’s too niche…. you need an enemy who’s coming to you, and you need time to prepare defenses. That’s a fun set-piece on occasion, but you can’t run it every session just to keep the trapmaker busy…
I bet you could do portable traps as area denial. If you tack on some supernatural flavor:
https://www.gbfans.com/images/store/m/222_1488600741.jpg
In Pathfinder, you can check out Dream-Scarred Press’s Psionics book. It has the Cryptic, a class based around seeing the patterns in reality and reweaving them to suit themselves. This translates into an ability that allows them to literally fold up a trap and deploy it somewhere later.
Pathfinder does have some offensive trapper options (though most of them suck).
The ranger’s Trapper archetype is the classic one, it’s mostly terrible because the traps are really weak, but you’ll eventually get the ability to shoot the traps at enemies.
The rogue’s Snare Setter archetype is similar and more powerful, but you don’t get to shoot traps, and it’s kobold-only.
The alchemist actually has multiple archetypes. Alchemical Trapper and Alchemical Sapper. Both let your turn your bombs into traps. The Alchemical Trapper is the better of the 2, but it’s also kobold-only (notice a pattern?).
Kobolds also have their own sorcerer bloodline which has a 1st-level power that creates explosive traps. It scales very poorly, as 1st-level damage-dealing powers usually do.
If you want traps that are actually worth your time, you could check out Spheres of Might, which has its own Trap sphere.
Man… The Sphere supplements seems to have a lot of fans. Maybe I should give ’em more than a passing look.
Totally doable in GURPS Dungeon Fantasy, I suggest changing systems…
The above was a response to “I wish there was an offensive version of the traps expert. A dude that could scavenge traps, repurpose them, and lay ambushes for monsters.”
I’m pretty sure there’s an optional supplement that will do my taxes in GURPS.
Don’t underestimate Barbarian in a social gathering! When it comes to palace intrigue, being able to suplex and/or physically threaten a particularly scathing rumormonger that a diplomancer would otherwise have trouble dealing with.
Also, nobles are kinky bastards. There’s bound to be at least one bored-of-palace-intrigue and eager to ‘socialize’ the woman that ate an entire plate of Hors d’oeuvre (and then complaining they taste nothing like horse) and chugged the punch bowl.
Huh, I wonder if this is the same court-party as mentioned in the last comic…
I am all manner of amused imagining Barbie playing off against Malkovich:
https://en.wikipedia.org/wiki/Dangerous_Liaisons
Alt-text wise: Are we talking in comparison to regular fighter, or ‘other handbook’ fighter (as pictured in the patreon ad below)?
Fighter Classic:
https://www.handbookofheroes.com/archives/comic/courtly-dress
That’s some impressive bling on Barb! The necklace also double as improvised ‘ball bearings’ for an escape attempt.
https://roll20.net/compendium/dnd5e/Ball%20bearings#content
What I’m curious about though is the hairdo. We know Barb’s a competent hairdresser, but there’s no way she’d be able or willing to give herself a haircut. Who was the backup disguise artist?
Sorcerer. Dude’s got all those CHA-based grooming skills. For payment, Barbie told him that 1) he could have the blue comb goop and 2) it was combustible.
My main Pathfinder group, which plays mostly APs, seems to always have at least one stand-out character in their midst that stick out from the AP’s setting, complementing the ones that do fit the AP’s themes. Examples include:
A fiend-worshiping destruction cleric in Rise of the Runelords who becomes a monster-harem-owning half-fiend in the AP’s epilogue (their motivation was mostly revenge against Karzoug, they were otherwise pretty cool). Also, a ninja who was the daughter of one of Sandpoint’s NPCs.
An Android maid and a Pahtra (catgirl) livestreamer, in Dawn of Flame.
A maniacal, Devourer-worshipping Mystic in a one-shot Starfinder Society module, alongside other ‘normal’ characters.
A Mana-Wastes-bown Kobold Gunslinger that’s gone full cowboy protagonist, as well as a half-dragon samurai girl, in the Egyptian-themed Mummy’s Mask AP.
An old-aged, psychic grandma in Crimson Throne.
A Scylla (custom octopus-legged amphibious race) rogue, who hid her tentacles under a big poofy dress, plus a plague-doctor Tengu druid herbalist, in Shattered Star.
Various oriental, Tian-Xia races/classes (e.g. Tengu, Kitsune, Ninjas, Samurai) in the Varisian-based APs.
This hobby is weird.
Had an idea for playing a Kitsune who was curious about the tales of “This strange land where they worship animal headed gods” for Mummy’s Mask. In the end, I didn’t throw her in because I was GM and they needed a more drab DM character to stand in the back and cast the wizard spells they didn’t have (cause my party had no wizard.). But I would have played her if I had not been the GM.
I love the anachronistic bling at the end of Berserker Barbarian’s pearl necklace.
It’s funny you use a Barbarian in this example, because when I was explaining that Unarmored Defense is often a trap for new players due to its’ ability-intensity on a class that has access to medium armor, I said the following:
Barbarian is one of the only martials who isn’t at a defensive disadvantage at the fancy party.
Funny story about that “B” necklace: https://www.townandcountrymag.com/style/jewelry-and-watches/a26622469/anne-boleyn-jewels-balenciaga-b-necklace/
Laurel loves nothing better than getting her costuming details worked into the comic.
Who?!?!?! I need to know 🙁
I was thinking Lady Weatherbottom got a stable affair with the young Lord Ivorywall while he was engaged with the Rockhigh Heiress, who is only with him to manipulate him into a feud with the Stormguard Dinasty on behalf of Lady Sunmirage who wants to avenge the old Sir Greengrain son as a spite on the Lowood clan after they ruined that tavern related to the cousin of the third wive of the Marquis of Silkencuff who is engaging on a commercial war with the Rosebush family over their dealing on the port that belongs to the Drinkways company which has some problem for the maneuvers Lord Redcoin is making trying to undermine them after his feud with Lady Weatherbottom did go south. How is that i don’t know that? THE SCANDAL? 😛
Lord Cragchin of course. How else can you explain his mysterious absence from court?
https://www.handbookofheroes.com/archives/comic/classy-quests-part-2-4
Lord Cragchin? But he has not being seen since that ball. Surely he is like he likes, chained and in the hands of a women that will never leave him go. That or on the pantry of Duke Redtooth 😛
By the way, after this party who will Barbarian fight single handedly? I ask since she will get enough rage as to need to throw the nine hells at her just to slower down 😀
What? You thought that the Handbook was presented in chronological order?
In light of the above:
https://www.handbookofheroes.com/archives/comic/edition-warrior
Yes, now i no longer know in what to believe 🙁
So this is before this:
https://www.handbookofheroes.com/archives/comic/cessation-of-hostilities
Good to know 🙂
Maybe I should do a headcanon contest at some point… Ask folks to float their crazies Handbook continuity theories. Winner becomes canon.
I would like a contest like that, and use my canon making powers to make it non-canon, so any plot i came is both canon and un-canon 😀
Alt text is accurate. We already know Fighter doesn’t bother to dress.
Plus, Barbarian can always cause loud, attention-grabbing distractions in case one of her more subtle allies needs one. Noble Rumormonger looks like a prime “volunteer” for becoming a humanoid slinky.
Alright! I was wondering if anyone would remember that one. 😀
“Distraction” can be such a fun role to play, regardless of whether you’re the barbarian or the bard. Take your moment in the spotlight, and milk it for all it’s worth.
Well I probably haven’t had that experience in a great while if at all. For two main reasons.
The first is that I find it incredibly difficult to just make a character in a void. I like to make unique and interesting characters for sure, but I need a few ideas to pin the basics down with.
The second is that the less details a game’s recruitment opening post has about what the game will be about, the less likely it’s going to be any good/survive even a short duration.
So when I see a lack of details or incredibly vague ones and nothing else to pin down the game idea, I tend to just avoid spending (wasting) the time making a character just for the chance to maybe play in those games.
I still haven’t taken the plunge and tried a random game with digital strangers. I imagine that adapting a setting to fit the players is a little more fast and loose, and requires more buy-in from players who are willing to put in the effort. Given the drop in / drop out culture of pick up games, I could see that structure being a problem.
I usually make sure I know in advance what the game is going to be about before I come in.
I did build a really roleplay-focused character recently, working with the DM to work with her setting and building a character important to the plot.
Diiiiidn’t realize everyone else was playing joke characters. Makes it hard to roleplay my serious character when there’s lots of people making toilet jokes.
I think this is an important point. It’s easy to believe that “the DM’s vision” is the important thing to accommodate. It’s an important thing, but getting on the same page as the other players matters too.
Brought a polearm fighter to a pathfinder campaign that really needed a magic user. I and the person that got me into that group ended up quitting cause the DM’s runstyle was causing us to dread game night.
Was the DM’s style especially punishing to martial characters? What caused you to split?
My life cleric in our 5e game. It started out as a fit for how she was built. Urban adventures with decent amounts of time between encounters, places she could flex her knowledge of the local area, even spots she could interact with people she knew.
After hitting level 6 we’re now Mad Max in Hell and she has almost 0 applicable skills.
Sounds like Descent Into Avernus to me, though I haven’t played the AP myself.
Is there potential to reshape the character to fit her changed circumstances, or is her concept just blanked completely? Any way to implement retraining?
Got it in one, it’s Descent.
No retraining, and likely the only way to change direction at this point would be multiclassing. Of course, one wants to keep those tasty spell slots coming in, so that kind of limits the available options. Druid, most likely, since she picked up some spells off that list with a feat. But where’s she gonna learn how to be (even more of) a tree hugger in hell?
Dante coming in with the assist!
https://en.wikipedia.org/wiki/The_Wood_of_the_Self-Murderers:_The_Harpies_and_the_Suicides
Hell’s rebels, a campaign about a rebellion against Cheliax- a theocracy of devil-worship. The players:
1) An Oracle with the Powerless Prophecy curse and the Time mystery- subject to a power he doesn’t understand, but burdened with the knowledge that he must act.
2) A mesmerist with a split personality; One genuinely good, who wants to topple cheliax’s evil rule to save its people, and one evil, who just wants to see cheliax burn for the sake of burning it.
3) A fighter who’s ally in the resistance lead him to the city the campaign began in, getting embroiled in the chaos as he sought out his contact.
4) Another frontline fighter, here to fight against a tyrannical overlord
And then there’s me. An android and her robot, who joined the resistance because they were in the wrong place at the wrong time. With no real dog in this fight, she’s only sticking around because she knows the Technic League is looking for her- and she’ll need allies when they find her hiding place. So, a sore thumb to be sure, visually, thematically, and morally.
I’ve made myself useful with my utterly unhealthy amount of intelligence-based skills, including such gems as; deciphering a devil contract (DC30 Linguistics) at level 3, and successfully deconstructing / deciphering loopholes in the contract so that the imp bound to it served us instead of being an annoyance.
I feel like this android may be what I’m talking about in this bit:
Your knowledge skills have been useful. You’re able to function inside the narrative without feeling awkward. You may not have a tie to the campaign thematically, but “guy without a dog in this fight” serves to make the world feel bigger rather than detracting from it. I think that’s interesting.
“Guy without a dog in this fight” actually fits the themes of Hell’s Rebels pretty well. At the start of the campaign, the normal people are annoyed at the government but have no real desire to overthrow it, and over time they get more and more fed up with Barzillai’s BS until there is overt revolting in the streets.
So there’s a few schools of thought on this, and mine is that it’s the GM’s responsibility to ‘deal with it’ to an extent. Players need to at least be willing to be flexible too; but ours is a collaborative hobby. The GM is another player; albeit one with special powers and responsibilities, and one of the biggest of which is accepting a bulk of the share of making everyone have a good night (or day as the case may be).
There’s a maturity thing here. As the GM, you are telling a story, not necessarily the story. But those other players at the table are story telling too… if you give them the chance. And I’d much rather be the guy that my players talk about who made their choices and stories mean something rather than being the DM who made that awesome storyline with all the awesome NPC’s …making us wonder why we were even there.
So it sounds like a vote for “the GM should adapt the campaign to accommodate the character concept.”
Ugh, this has happened to me so many times. I have in fact played a fast-talking con artist in a wilderness game before, as well as a minmaxed archery fighter in a political intrigue and investigation game. If only it could have been the other way around…
Thankfully, in the game I’m playing in currently, the DM got everyone’s character concepts and then built the campaign around them! I’m a Cleric in a party with 2 Druids, a Monk, and a Gunslinger. We’re, uhh, really good at Perception, Insight, and Survival.
How did the mismatch happen? Did the GM just not talk about what kind of game they wanted to run?
I once brought a mounted combat specialist to a new campaign, cleric with strength and destruction domains: could do one really powerful attack per day, which should be tripled by Spirited Charge. Destined to one-shot bosses.
First session: into a Zeppelin for a trip to the ice cap. No room for horses.
Didn’t work out too bad, actually. You can use a lance while on foot, and as the cleric of the party he was always useful. And one-shotting the boss would have been quite anti-climatic. DM did throw me a bone, and in one fight I got the change to use my combo. That was one very dead level 1 soldier.
It’s very feast or famine with the lance build. I’ve got a cavalier in my megadungeon, and she botched her big boss-fight attack one session before scoring the one-hit-kill on a different boss in the next.
She was very deliberate about her build choices though, and opted for a riding gecko rather than a horse. Hard for the GM to say ‘no horses in the dungeon’…
https://www.handbookofheroes.com/archives/comic/the-handbook-of-heroes-01
…When you’ve got natural spider climb!
My tale is less “How i adapted to fit” and moer “Cautionary Tale For GMs”…
Twice I’ve made character that absolutely didn’t fit the genre*, both times were ‘bait-and-switch’ by the GMs, both times I walked away as soon as I discovered what was up. I don’t have time for that nonsense in my gaming.
I constantly make characters that “fit only if you squint or blurr the definition of fit”, but that’s because I love making characters that stretch conventions or have to ‘work outside the standard system’.
Frex, the dirty hobo elven sage I’m playing in a GURPS Dungeon Fantasy game. The game conventions are generally setup for standard dungeon delving, so you (if ‘playing correctly’) really need a Fighter, Thief, Wizard, Cleric, etc†… and I’m playing a Sage. The guy you normally talk to between adventures to get advice, lore, etc from. But since the GM isn’t running a standard DF game, it’s more a “Thieves World” style DF game, so it’s city and megadungeon based, so my Sage is useful in the city, he has connections and social skills, and in the megadungeon the party makes frequent use of his knowledges. This is less a tale of “adapted” as much as “I enjoy a challenge” when that’s what I signed up for.
† In the group we have a Priest (on paper group leader), Fighter, Wizard, 2 Scouts (think archer/ranger with no magic), my Sage (actual group leader), and a pair of hirelings – Guard and a Torchbearer (though the Torchbearer got upgraded to ‘Spellsword’ when a Player joined to it). So we have no ‘thief’ slot, but the Scouts and my Sage fill that role.
“You’re a sage?”
“That’s right.”
“It says ‘some experience in thieving’ on your resume. Could you elaborate?”
“I’m an avid reader of crime thrillers.”
“You’re hired.”
This happened to me once. We were starting up a 4E campaign, and I designed one of my standard character archetypes: the straight-laced honorable paladin. First session, it became clear that this was going to be a very chaotic, incredibly anti-verisimiltudinous campaign, one for which my paladin was absolutely wrong. So I had him jump ship and rolled up a crazy Star Pact Warlock whose eldritch master zapped him onto the party’s flying ship for some unguessable reason.