In my experience, younger players tend to be the "power players" who are mainly interested in min-maxing and older players tend to appreciate the storytelling aspect of the game more.
The first thing you think of when you think of fantasy is the powerful heros. The badasses, and the epic fights where the hero comes through in the end. For many new people this is what they want to get out of the game. Most grow out of it if you allow them to.
@@irontemplar6222 In my opinion the difference between the generations is mostly due to the format of modern video games, and video gamers having an unconscious expectation of that same format in an rpg. The most popular video games like WoW are all about min maxing and the "mechanical" aspects of the game. This is also why video gamers are much more inclined to be "chaotic stupid murder hobos" in rpgs, because that's exactly the type of person you are expected to be in a video game like Grand Theft Auto.
@@BGlasnost ehhh to be honest I don't think it has anything to do with that. The old guard where just as murderhoboy as everyone else. Their is a reason GG came out with consequences for breaking alignment.
@@irontemplar6222 I'm currently DMing a game with a mix of "old guard" and new, and my observations of this group along with others in the past have supported my opinion. The young ones tend to treat d&d like a video game, and the older ones tend to want a more in depth story and rp elements. Maybe I've met a skewed bunch of people that don't fit the norm, but also maybe not.
@@BGlasnost Yes I dont deny that it in general turns out that way. I however reject the theory you put forward that it is in any way a product of this generation. When the old guard was 15-19 years old they were just as murder happy, and gamey in their treatment of D&D as the modern generation is. If not a bit more so. The reason Gary Gaygax has their be such massive penalties for breaking alignment was because their is no atrocities that 16 year old's will not commit if gold, or something else they want is offered.
Nifty tip to convert?.... make it a dare! That's how I was converted. My DM gave me a pre-generated dumb,fat kid. Changed the way I thought of character building from then on. "I betcha can't play a flawed character...." Before I knew it Laramie Silver oak had grown into a man and had a lot more heart than any previous character; a ranger with a strong sense of self having had to live with and/or overcome limitations. Call it a challenge a watch
Agreed completely! That's how Scanlon Shorthalt of Critical Role fame came about, and if you've watched his entire arc... let's just say, tears were shed.
That's exactly what I did with my very seasoned (+25 years) players, and watching the evolvement of the characters have so far been amazing now two years in. I can highly recommend this :o)
Cannot agree more! What's fun is the strong/powerful character who gets that way to achieve a goal but then gives up the power for another reason or after fulfilling their goal, but again character expectations and stuff!
Aside from dragon lance they gave us some of the best worlds in fantasy. Both together and separately they deserve to be spoken in the same breath as people like Tolkien and R. A. Salvatore. People who are not only masters of their craft but who shaped our idea of what that even means.
agreed, after the DL series, I thought the twins series was also very well done. The fact that so many other authors took to writing about Krynn afterward is certainly a compliment to Weis & Hickman's writing ability.
One thing I'd add is when characters give you a backstory and ideas of what they'd like to do, don't purposefully change it to give it an element of surprise. I once made a character who had a twin brother (another player's character) and their parents were missing so they went to find what happened to them. She also happened to be a warlock with a Great Old One patron because as I told the DM "I love eldritch horror and Call of Cthulhu like situations." The DM said it was great and we started playing. Well, my character found out that her twin brother was not her real brother at all, her parents weren't her parents, and she was actually sent by another player's god to be their representative on earth. Also, her eldritch Great Old One patron whom she had discovered in an ancient temple with eldritch mysteries written on the walls? It turned out to be an ancient red dragon because that fit in with her big bad of the campaign. Was that a good story? Sure. But it wasn't my story. And being a person who falls on the role play side I felt a little betrayed that I didn't get to act out the story I had originally intended. It ended up being an okay campaign and we had fun, but it was definitely a shock that I had to go in a totally different direction with my character. Point is, collaborate with your players. Let them make backstories, and then actually use those backstories instead of molding their characters to better fit your campaign. Surprises and twists are all well and good but make sure it doesn't fundamentally alter the story they're hoping to tell.
The Heroes journey is a fantastic tool to apply to every character. And while the template is the same, every story is different and you can't tell the similarities if done right, because the fascination with the story overwhelms the sense of similarity. I love it and I use it regularly. I might forward this to my players and I hope they enjoy the idea. This concept is what helped me understand storytelling both as player and as a DM.
I started out as a power gamer, somehow over about 10 years and alot of DMing I became a story focused player. I remember joining AL cause I didn't have a group and half a dozen sessions in someone asked the DM who was the best player and I was genuinely surprised to be told I was the better roleplayer and for being complimented on never breaking character and for about the past 5 year now I've been trying to get my old roommate to build a story based character, sometimes I'm afraid I can be a bit pushy but I will say he's come a long way from the character who's only personality could be summed up as "my character's religion requires me not to wear pants" or "my character's life goals are to do really inappropriate things to important plot devises" in my current campaign he actually made a paladin with a backstory and a character arc that fit my narrative, and when his paladin gave his life so the party could escape a dungeon that was maybe too hard I was both sad and very proud of him.
You broke that down and explained it very well. Even at the ripe age of 51, still have friends that have never migrated to the other end and simply want to kick down that door. I left a cookie on the table for the metric, see you next week
There's nothing inherently superior about either form of roleplaying, it's simply a matter of preference how any given table approaches it. Most groups fall somewhere between the two extremes IME, with even the most dedicated roleplayer sometimes wanting to just kick back and have a good challenging fight and even the most clinical tactician sometimes wanting to try some negotiation to see if there's an easier way past the latest challenge.
Professor, you have provided some great tools for my tool kit, both as a DM and as a player. Very informative! I added this video to my saves 'RP Dungeon Craft' list. In my youth, I was a tactical hack and slasher. As I got older, I started to really embrace RP - The stage craft, if you will. Cheers!
Girthy episode! Great points, PDM! Funny enough, watching this made me realize that my primary antagonist in my campaign is faceless and therefore limiting the story for my PC because they don't know what they're facing off against.
This is half true, the charecter is still subject tot he authors whims, but the charecter also has a nature, a personality, and a set of ideals and flaws. If the writers chooses to stay true to a charecters nature thene that charecter can completely change the story from the writers origional vision, but the wrtiter still has the ability to change all of these things, tweak them slightly, or remove agency from the charecter in some way to accomplish the results they desire. Neither rout is inharently bad writing in my oppinion, it's all a matter of measure, and execution's.
@@DUNGEONCRAFT1 I've been seeing quite a bit of old videos popping up on mine and other people's youtube pages. Might be an algorithmic trend. Got me back into rewatching a lot of your videos again.
I really appreciate how you stress out that one category shouldn't be forced to play as the other one. As someone who doesn't like roleplaying but enjoys watching other players doing it, I found myself in some difficult situations when the DM wanted me to delve deeper into the character backstory or create unwanted bonds with the other characters. Unlike many players, I never develop a strong attachment to my characters, therefore being pushed towards more roleplaying has always killed the mood for me, considering I'm mostly interested into the main story of the campaign, trying some new classes/features and, above all, have fun with a group of friends.
I just finished a 5-year campaign this Saturday night. I had asked my PC three questions: who did he love the most? what thing did he love the most? and, what idea did he love the most? These three questions carried me so well through so many questions, situations, dilemmas throughout the campaign. Highly recommended.
Great stuff. In my experience virtually every new player starts life on the power-gaming side of things. My best technique for moving them to the role-playing side of things (passed on from my mentor GM), is, when my when they finally fail at something, make it spectacular and hilarious. For some at least, this becomes an "ah-ha moment" sometime down the road when they realize what they remember most about the game was that time their super-optimized character did not meet their performance expectations.
Funny I didnt think this was as common an experience. I mean I started as a power gamer but I was surprised on reflection one my epiphany moments was during a one shot call of cthullu game where I had fucked up in several ways causing us to fail, I expected the table to be mad but they were laughing and having fun and I kind of realised I didn't need to be a try hard anymore. Though the other was during a "boss" fight was a gang leader/campaign villain Cyber punk when he kicked the grenade back to me I realised TTRPGs were not video games, enemies would be have like people, not crude ai and the game was a lot wider than the rules written
Good stuff. Sometimes I feel I'm a weird hybrid because I suck at role play but enjoy a story. I see the role play to war gamer difference as more of a spectrum. In my weird end of the spectrum players look down on their characters like greek gods both giving them their actions and commenting on how those actions played out. Player: I fire an arrow at the dragon DM: It Misses. The dragon shoot a flame back at the PC, it misses. Player: LOL My arrow bounced off the dragon waking him up he was to tired to shoot straight. DM: Right! He woke up with a fiery cough wondering what dumb adventurer had the audacity to fire an arrow at him. The story is still their but it isn't role played conventionally. It leans further towards the war gaming side but not so hard that weaknesses would not be an option. There's a lot of ways to play the game. That's part of whats so fun about it.
@@benvoliothefirst If you skip the contrived "narrative", yer plate is empty for fun stuff like weird monsters and fantastic treasures, and diabolical puzzles.
It's really important to get both the DM and player on a same page about the style of the game. "Role player" will get bored, if there's no drama, and "Gamer" will get frustrated and or bored, if there is no robust system and solid opposition.
Professor, this is my favorite of your videos this far. Since I first started watching your channel I have wondered how to get character arcs to work in the game, and you have graciously provided the answers. What I have been doing wrong was not communicating with the players on what their arc could be, and also, trying to create arcs for the wrong type of player ls (i.e. power gamers). Thank you.
I love using this. I did this to great effect once when a player I DMed for wanted to play a warlock who 's patron was one of torment and basically gave him power but decieved him into thinking his late wife was still alive and adventuring with him (basically a minor illusion of his sick wife) that would request he find medicine and give it to her. He also had a daughter that was taken from him when she was a child while he was watching her. The patron promised him that one day you will confront this person. Much later in the campaign after the party saved some noble's from being influenced by intellect devourers they find out the city is going to be assaulted during a festival for the dead. One of the advisors to the nobles is a warlock with a young apprentice both have their faces obscured. They seem nice enough but this gets the players suspicious. As he tries to see the young apprentices face they back away claiming it is part of their ritual like a vow of silence. But he does see she has the same white hair as his daughter but without enough evidence he can't confront them before the festival that they need to go and make sure it is safe. Of course the day of the dead festival erupts in a melee of undead and other fanatics battling it out the advisors where there as well. During the fight he manages to see it is his daughter and proceeds to focus his fight on the warlock. The warlock and the assistant fight the party with the young girl often attempting to jump in the way and take the damage. And as the warlock is losing the fight he tells the player if you kill me you will kill your daughter as we are bound together. The player agonizes over this for all of 1 minute real time then says at least she will no longer be corrupted by your lies she will know I love her and I hope she can forgive me. The whole party was helping by this point even after he tried to taunt him into a one on one fight. However as fate would have it the player dealt the final blow. And as the warlock fell while locks of hair fell from under the hood revealing the warlock was in fact his daughter and the assistant faded away as an illusion. The whole party ran up and tried to heal her as the player ran there first and held her in his arms. However, the injuries where to severe and story wise is would have cheapened it if I just let them heal her back up.
The dragonlance novels are pure gold. For some reason Sturm was always my favorite character. I liked them all but I really liked him. But you don't really get to pick your favorite. I've also always had a soft spot for Boromir.
Many years ago, I made a new character for a Rifts game and chose a runaway slave borg. A few other players pointed out that a mercenary borg was much more powerful. I replied that I wanted a role-playing focused character. As a GM, I’ve had to balance groups of players, some of whom want role-playing and others are focused on dominating combat. Thanks for another good video
Shouldn't a tabletop rpg be a balance of both? For example, a nuetral good/ lawful good orc barbarian who wants to build a kingdom and be the strongest champion in the ring. Now add in that his tribe was decimated by evil elves, a missing druid mother and swords bard love interest coupled with an unknown father who is described as having one eye. A story like that could lead to the revelation that his father is Gruumsh thus making the hero a demigod who strives to now become a deity.
Really great video! Flaws are the hardest to develop. Players have a hard time letting go. But every great hero has a mass flaw. And if you play those flaws, you will get a very rewarding story. If you don't, you will get game of stats and numbers. In the end, and sometimes it takes years for people to understand this, is that we are a civilization driven by storytelling --- are humanity literally thrives on it. Eventually, one way or another, numbers and stats will take second to players, just takes time.
Some interesting points here. I used to be a power gamer, and still have some of those habits but having been a DM recently I’ve come to realise that for me, stories are where the heart of a game comes from.
This is absolutely brilliant...... really clear and great advice. :) I have one distinct player who's the obvious power gamer and the rest are story/character driven guys. It's actually comforting to hear "don't expect the power gamer to become a story gamer at any stage, it just won't happen". Takes some weight off my shoulders. :) Definitely gonna use a lot of the advice offered in this video. Awesome. :)
“You end up in a pet store.” Please don’t tell my players that. They don’t need more ideas on how to go shopping. We have spent so many sessions shopping 😅 but whatever they have fun doing.
I think i finally put together a group of players who are looking for a session like this. They have each been more than happy to have 1 on 1 time with me while i prepare the campaign developing their character backstories, all of which are intertwined either in the world i'm creating or intertwined with each other's character backgrounds to flesh out a more interesting world. I'm excited and very nervous and hope that I'm able to give them the campaign that they are expecting. It's extremely low magic, like game of thrones, with extremely limited magic items, and no magic classes. :)
@David Hager I couldn't agree more, Dragonlance was the first fantasy series I read and it blew me away. The care taken in crafting that world and the characters in it is incredible.
as i see it. If your players spend the entire sesion buyng pets isntead of going to the dungeon, it just means the next sesion is already prepared and you have less work to do next. a win-win scenario.
Hey Prof DM, it's been 4 years but it reminded me of a Samurai class back in ADnD, our group used to create custom classes and I was playing a Samurai Elf, based on book of 5 rings. But, my samurai had a heart condition, everytime We should roll for fear effects, My character had to roll a constitution saving, if i would ever roll 1, i would have a sudden death without any chance to be ressurrected. Ironically, my character was the sole survivor of our group and to honor his comrades he created a memorial deep in the forest where we had a home and there all his friends were resting in peace. In the end, my character was known as the swordsman that could cut an entire army with a single weapon swing, cause I've paid bards to sing about our glories and most adventurers avoided that forest, considering it a very dangerous place to go. From a ill samurai, to the keeper of his friends graves... Oh, btw, I've got a medallion that granted me immunity to fear so I could not fear my condition any longer, that was the last reward I've got on that character as a player, after enduring the ordeal of banshees and all sort of undeads (our group was focused on purging the undead from the area) Good old times, we used to love the THAC0 rule at that time.
14:00 I am going to counter your argument in regard's to Denarius Targaryen. She is from the start of her rule, to the end of her rule. A Tyrant, and its her way or the highway (so long as those who walk it a paved with dragon fire) She is no different then any of the previous tyrants the Targaryen's have produced. The only difference is some of the things she tyrants such as her being aginst slavery. We the audience agree with, and I have no shortage of players who have tried to do the same thing in my games. Usually with disasterus consequence's. However she was from start to finish an Evil Tyrant. One who always wanted to get her way, and only occasionally acquiesced to her advisors who held her at bay at times.
Great video as always! I remember when I first got power gamers interested in character arcs back in 2e days. The Skills and Powers rule set was loved by my min max minded players and there were flaws you could take to get more build points. One of the best was “Powerful Enemy” that gave a lot of points. Ended up leading to some great games and some of the most memorable times at the table. My friends still talk about them almost twenty five years later when we get together. Highly encourage using “bait” like this to get a power gamer to try playing a flawed character.
Thanks for this video. Been looking at your to involve my players more. I'm a newer DM and have one who is into roleplay that I'm struggling with ideas for, one who is down for a story but is more into power playing, and a third who loves combat but had been blown away anytime a character's backstory find it easy into the story. You and the comments have been very helpful in guiding me.
Another great Video. Your recommendation and suggestions have made my son and mine’s game awesome. Since I have been watching your channel my son is getting more into the game than before. Keep up the great work.
This was very helpful prof.! I wish I had players in to story as you have, but I have players who play for the game and not the story sadly. They are the players that as you called them - in it only to dominate and fulfill a power fantasy. I tried forcing it once but as you said, there is not much you can do on players and all you can do is respect it. I am the only player who wants a story, but the problem is I am a GM. I came up with a good enough compromise and that is, my NPC's are the ones who get all the arcs! On my current campaign we are playing, the main conflict of the story is that they must protect this poor girl named Mirai, she has no memory of herself and all she knows is that an evil organization wants to take her back from the party so they can do experiments on her. She's the classic mysterious past type character. She starts off frail and useless but overtime she hopefully turns into a woman able to protect herself. Currently in our campaign Mirai has finally noticed how much of a burden she is to the party, thanks to her the organization keeps sending goons after goons after them to kill them, that realization triggers an emotional outburst which in turn also activates her magic potential that has been hiding within her all this time. Now her magic is out of control and she keeps hurting everyone around her, causing her to be even more conflicted about herself and now next session the players will have to fight her and let her understand herself better so she can control her magical powers!
When I play I am difnately a both camps kind of guy. Hell, I had a character who's entire schtich was the way he was always able to leverage his "Weaknesses" like his honor, hunger for romance, or love, and loyalty for his friends and family into powerful advantages. Everyone knew he was on their side, and he always tried to find a solution that benefited everyone, which he was increadibly good at. He always had some spin or twist ready to take advantage of the situation for the benefit of himself and/or his loved ones. I think his greatest weakness would have been if anyone had really screwed him or his family over, well that and the fact that the man was not emotionally stable, I never really got a chance to explore the charecters darker half, but he was the kind of devoted that meant if anyone fucked with him and his they where going to go through some major shit, but it sadly never came up.
@@vincejester7558 That's part of what makes playing said game fun. I get to create and sculpt a character, define their persona and develop their personality, and maybe learn a bit about myself along the way.
@@patrickbuckley7259 Exploring feelings and emotions and identity don't interest me. I am an adult, and did that in real life, with real people, In workplaces and classrooms and social gatherings. I ow who I am. I understand other peoples' experience. I want a game to escape all that drivel and rot.
This is your best video so far, at least as far as I am concerned. My players fall neatly into the two major camps. LOL much thought in this one, and by that I mean I must give it much thought.
Holy shit, one of your PCs being in love with the villain?!? I love it You can have one of those "Zuko decision under ba sing se" moments where one of your PCs takes the villains side in a big climactic fight.
Love PDM's stuff and Dungeon Craft in general. Always learn something new or get a fresh take on how to D&D. The notion of character arcs is one I'd never considered for the game outside of just "This happened to the character, and then that happened to the character..." Can't wait to incorporate these ideas into my next campaign!
This is, far and away, your best video. Great job! I just created a character as based around a weakness - I'm a Dragonborn Sorcerer that doesn't know they're a dragonborn (thinks he's human) and believes his powers and appearance to be part of some curse. He believes the curse is because he accidentally killed his (abusive) mother. He's afraid of himself and his abilities - which only seem to be growing stronger over time. I never thought though of what this character would be willing to die for. He's a teenager, so his attitudes are very wild and a bit unpredictable. I will try and think on this. Thank you!
Great vid! I've been reading A Hero with a Thousand Faces and love it. Nice tie-in with the Dragonlance Saga for reference. I've been DMing with 5 newer players. They have a hard time learning the rules let alone role-playing their characters and playing up their vulnerabilities. Role-playing their character is such an abstract idea for them. Love what you said about not exploiting weakness for the sake of doing it, very true. Vulnerabilities are story seeds in disguise.
Funnily enough, my best friend and his brother are the 2 different kinds of players. At first, they were both power players, my friend choosing a barbarian and his brother a rogue. The more their first adventure went on, the more I saw my friend's character move away from the "My goal is to kill everything" to a more of a "I'm an ex soldier and I follow my duty". I still throw his character in from time to time as a passing NPC or patron in a tavern and he agrees that his character is the type of an adventurer that roams the land with his new friends to protect and care for the common people
Great video! I've only recently crossed that bridge and have had the chance to finish 1 character's arc. Since then I've been looking for more answers on ways to build characters. Many UA-camr's with book writing channels talk about this, but your the first to talk about character arcs in a D&D context. I would really love to see more on this topic.
I have to say, this is perhaps my favorite of all your videos, Professor. I wish more people were having these sorts of discussions. I get that D&D will always lean heavily on the simulationist side of the fluff-crunch continuum, but I'm a firm believer it can do both (and is at its best when it does). The current culture seems to lean more toward the rollpayer/crunchiness (nothing wrong with that, just not for me), which is a big reason I long ago switched to Fate, etc. Your videos have inspired me to step back behind the screen and give D&D another go.
I used to be a Roll Player, in my maturity I'm evolving into a Role Player....Looking for interesting traits and Flaws to play....And finding the Role play momments come easier with a solid character "arc"....I also left the game some 15yrs ago and came back more mature. in my current group we have an even split of Role players and tacticians....its working so far
Vulnerability is why ALL characters should ALWAYS start at level 1. Starting at level 3 or 5 or 19 essentially removes the vulnerability and interesting aspects of a character. Characters are created during the story, not before the game.
I disagree. ALWAYS starting at level 1 can seriously handicap storytelling as it becomes difficult to explain certain backstories. Any serious past or history for a character feels unrealistic (for me at least) because a history implies they should have experience. Second, in 5e specifically, it takes till lvl3 for some classes to be defined, and knowing what your character is capable of is a very important aspect of storytelling. level 1, for many characters, is extremely limiting... It also can get to be a real drag making a character at level 1 over and over again... Dont get me wrong, level 1 has its place, just dont sleep on all the other great stories that higher levels allow too :)
@@FidasEternas you are correct when you say "certain". Backstories that are detailed with experience are unnecessary and superfluous to a narrative game. The idea should be to imbue a character with a psychological framework with which to gain "experience" and a narrative history in the game and thus growing as a character. By starting "with experience" you not only imbue the character with a psychological framework you also wall them into a set path. As a collaborative story is generated in the game, bringing the baggage of a detailed experiential backstory into it limits the scope of advancement and also pidgeon holes the game into a series of calls to a character's predetermined path. The game is not about building characters before the game, it is about building characters in the game.
@@TheDMGinfo Honestly, I still have to disagree. I don't see how a character having experience walls them off in a certain path. Just because a character starts at level 5, for example, doesn't mean that they stop growing or developing as a character, it just means they may have some history to establish or reinforce the character that is already present. My (essentially) first character ever in D&D was a 17th level Sorcerer in 3.5 ed, but just because she was 17th level didn't prevent me from rolepaying her or developing her during that campaign's short life. Sure, the more advanced a character is the more 'set' they are, but the only thing that is stopping someone from playing past 20 is their desire and any practical time limitations. even as a DM I also find first level characters frustrating to build narrative around. There is a limit in my player's minds for what could happen to a first level character because the SCOPE of a first level character is itself limited. Whether the character has a tragic past (stolen heritage, killed parents, young street urchin etc), or they are an eager and bright-eyed adventurer, or maybe a myriad of other backstories, they all have one thing in common: They are fresh. They are new. And while they may have some history behind them almost everything is in front of them. Again, to reiterate, there is nothing wrong with making this kind of character or playing in this kind of game (and there are also huge differences between playgroups, so please don't think I am saying how you or anyone else SHOULD play). But a character with some levels means my players are free to make characters with real HISTORY, with real MEAT. They get to form attachments, allegiances, followers, and advancements in guilds. They start with a stake in the world and connections that feel natural. They can have a human character that is 40+ years old and not have to wonder in the back of their minds how this guy NEVER managed to hit level two. But most importantly of all, I get to work WITH them in weaving their character into the world and giving them a real, tactile sense of a place within it. Now, I have seen certain players be 'that guy' and try to bring in a pre-built character from another game that doesn't belong, including house rules and all the amazing equipment the earned from their other DM. The big difference here is that person did nothing to work with me to make their character, there was no more collaboration in this collaborative story telling game. There are limits to the stories you can tell (or start to tell) at level one, there are limits to the stories you can tell beyond level one. The only thing that is limiting you is restricting yourself to one or the other.
Yeah... I started my characters off at level one in a my Science Fantasy campaign and we almost had a TPK in the first session. Some weapons in that campaign are strong enough to not only one-shot, but straight up *kill* level 1 players. Not a great idea for every game, but I see where you’re coming from. Besides, I gave my players in my longest running campaign some damn good story arcs, despite them starting at level 4. One joined (and ultimately left) a machine cult, one witnessed the destruction of his home planet and vowed to prevent such a thing from happening again, joining the Imperial Navy, one of them became the dictator of his people, and another got possessed by an eldritch god, and ultimately saved by a different great old one. They saved the Galaxy, but despite their best efforts everything still went to shit. Now we’re all going to start a sequel (1000 years later), which ironically starts them off at level 1. To be honest tho, its probably easier to create vulnerability in a sci fi than in fantasy. My campaigns wizard used to be a deliberate space hobo who ran away from responsibility, until he witnessed his homeworld burn, driving him to sign on with the military. We also had a bard who became a Tech Priest of the machine cult, but was later excommunicated because he refused to give up his human side. My character in a friends campaign is extremely vulnerable despite being nigh unkillable. Mostly due to her being a cloned cyber-soldier with advanced bionics and a fanatical religion (same machine cult as before), who still retains, but despises, her humanity, and constantly has to confront it. None of my fantasy characters where anywhere near as flawed or vulnerable, despite how hard I tried. My cowardly gunslinger was meant to be, but just devolved into a meme. Somehow it’s always the sci fi ones that work.
I was thinking about this too about a month ago and my plan for my campaign has a lot of the same philosophies. I was thinking to look at their motivations and consider how characters always think they know what they want, but what they NEED is something else. So I looked at my players character motivations and why they want what they want, then think of a need based on that. Additionally I would create various NPCS as "mentors" that will suggest to change their ways while there is also various NPCs as "tempters" that tell them they're doing it "right" while clearly not being in a fortunate circumstance themselves. Example, one of my player's character wants power, because he was mistreated by his family growing up. This suggests they have a resentment for their family and perhaps a need for real family. Easily, the party can become his new family, so I would create characters that suggest the party looks like a great team as well as NPCs that had a good party once but they left leaving their team to die and say they're fine but have become alcoholics or something. This is an experiment though so I'll see if it works. I figure as long as I make the game about my players then it can't possibly be bad for them. I hope so at least.
Someone once took a chance on my Star Wars character application; a Twi'lek slave. My character was brought into the life of intergalactic slavery at a young age, the exact specifics left intentionally vague. Suffice it to say, when the game started, my character was the recent addition to a collection of slaves working for a Hutt on Nar Shaddaa, and was the Hutt's latest favorite. Some mercenaries came through, looking for work, and the Hutt sent them on an assignment, and also sent my character to keep tabs on them, and to report any 'disruptions' the group may cause, or other issues that they may fail to report. Effectively, my character was to make sure that if they screwed anything up, the Hutt would know, and dock pay accordingly, especially if they lied about it. After some success working together, the party was allowed to 'rent' my character to continue helping them off-world, which they did. The job that was taking them off-world was given by a character who did not tolerate weakness, and so taught my character a few tricks about using and concealing a weapon, despite not having much in the way of clothing. With the weapons, there also came a confidence boost, and a greater acceptance of risky behavior. When it came time to actually leave, my character began to throw some weight around, asking the dock crew why our ship hadn't been cleared for departure yet, and to get to it. With the successful expedition of our clearance to leave, the rest of the party started taking on roles within the ship, such as pilot, gunner, navigator, etc... but my character didn't have any such skills. What they did have though was a list of contacts, including the Hutt that owned her, and the NPC who had armed her, and was currently giving them their assignment off-world. As the only one in contact with either individual, that meant relaying information to the rest of the party, and because of that, when the party arrived at the destination, the Twi'lek slave stepped up to deal with the Imperial docking authorities regarding the docking fees, reason for landing, what cargo was on board, etc. While the rest of the party did the illegal work they'd come to do, my character began making arrangements to start up a legitimate ferry business, taking passengers across the system as long as their destination was along the way of our own. This would permit us to make some of our money back during these journeys in order to keep fueled up, as well as maintain the ship, and top off supplies as the need arose, plus turn a small profit. Essentially, after a few months, my character was still by law a slave, but had gone from someone who hid behind others, to walking right up to Imperial officers as the captain of a ship, and leader of a legitimate transportation operation with all of the legal paperwork and authority to do business freely while the rest of the crew took care of the shadier aspect of things.
I was once part of a group that valued the story more than Hack 'n' Slash gaming. I miss that group. Now, the group I am playing with is half and half. Most of them are new and want to kill everything that comes in our path...but I try to guide them to other possibilities. I am no longer the DM as I have passed the mantle to my son but was a DM for over 25 years. I use my knowledge to help the newer players.
I think the solution for the power gamers is to reward them with overcoming personal limitations, that is get them to consider weaknesses as opportunity, and secondly to use a morality mechanism to make them deal with the choices they make. Your suggestions here are good, but I think something like a wisdom/willpower penalty that accumulates over time - and it could be a specific weakness like a temper, or lust... something that enemies can exploit to heighten drama. "Noone calls me chicken!" -Marty
This was a really great, insightful video. Really enjoyed it. And I loved the references to the Dragonlance novels. They were the first fantasy novels I ever read. I gave them to my son in his early teens and he also loved them. We still talk about those characters.
I allways referred to MadMax as a perfect char arc as he has to build up just to loose everything and become primal to rise into his lost humanity. Most of my players take into account that each one of them is a hero in there own way. This is were i as a the Whitefell DM made a critical decision to pick one player and crafted that player to be the hero. The rest of the group desides how they want to be involved in the story arc not the hero arc which i make very clear. This allows my players to grow and choose there own paths to fame! While the story can allways continue even if the hero dies. We simply pick the next player who has the most fame at that point which intern transforms that player journey forever and enter into there own custome hero arc they have allready ben building. Thank You Sincerely The Whitefell DM
Same! If this were a personal conversation we can talk star wars all day long. I'm surprised lord of the rings didn't get spoiled first when discussing the hero's journey..
Just remember, during the interrogations aboard the deathstar, vader did terrible things to his strong willed daughter and she didnt break. Yet you tell your punk ass son you are his father and he cries and jumps to his death.
Strangely, the model I use for designing my RPGs these days is actually an old video game from the 90's: Super Metroid. I think most players that finish it simply collect their power-ups and smash the big bad at the end with an exploding planet. Simple and to the point. But, for the people that explore the game will see that the lead adopts an alien as her own child, that child is stolen, and results in fighting a creature called the Mother Brain for the fate of this baby alien that (SPOILERS) ... Dies in the fight. It's a story of a misfit family and tragedy for the player looking for purpose and meaning. I tend to design my adventures in a similar way in that the plot is there for the players that seek it. Otherwise, the game side of role-players still level up their characters and get their power-ups.
@@generalsci3831 I prefer level 0 to 7 campaigns. Slugging the same three orcs with more and more HP over and over is just as boring as the Kumbaya or edge lord stuff. Give me a world! Marco Polo campaigns for me. New things.
@@generalsci3831 No no no. The nature of power gaming is to get bigger weapons to beat up bigger monsters, repeat. The monsters don't really change. They just have more hit points and do bigger damage. Its a failure of adventure games of the digital and analog variety.
You don't know the power of the dark side, lol. This was a great video on story arcs, I couldn't have said it better. I will add only one thing. With the advent of VTT's, [Virtual Tabletops], it has become much easier to find players who prefer story arcs. Simply mine for them. When I advertise my campaign, I was state what I am looking for in a player. I also state why other players might not enjoy the campaign I make because it involves story arcs. This way they don't waste my time and I don't waste theirs. A second option is what I do with mini campaigns, [those that will only last a few real-time months. I pre-generate the base characters with story arcs and allow the players to choose among these personalities. They still role there attributes, choose their feats, skills and classes. Each personality has a limitation that only that character must follow and knows about. So far this has worked very well, although I do prefer your method with the voluntary aspect. Great video! Keep it up.
I love Mousguard and similar type games that really lean into internal conflict and that type of character development, but its harder to find players who want that sort of game. He’s right, you can’t force it.
You can encourage roleplaying. I make my players answer a few questions about their characters background. 1. Where were they born? 2. Who are their parents? 3. What did they leave behind at the start of their journey? 4. What are their long-term/short-term desires? 5. Did they experience any major traumatic events? 6. Do they have any friends or enemies? 7. How did they learn how to be their class? 8. What inspires great emotion from them? Once they create a background, they can't help but care. Bam! A roleplayer is born, lol. All you have to do then is help guide them to being better at it. Hope this helps.
My first ever Paladin was suffering a crisis of faith after witnessing the corruption of the church. He broke from under the control of the local bishop which did not go over well and was actually being hunted to be brought back for trial. The rest of the party was not aware of this of course & it made him somewhat mysterious since he was solemn and a bit aloof. Our little band of heroes learned quickly to place their trust in ole Jorend Haust, when they all learned he would give his life without hesitation to those he now considered his "family".
The character I'm currently playing is a lizardfolk druid. Our DM required players to come up with a meaningful connection to at least one other character, so I tied mine to the bard. I came up with a backstory where dreams were haunting my character of an impending threat to my swamp homeland, forcing me to go on a walkabout and seek aid in whatever form to forestall the events in those visions. At this stage, my character was a hunter just coming into his powers as a druid somewhat unwillingly, receiving instruction from the spirits of "The Green". On my travels, I came across the bard left for dead in a ditch by bandits. His face had appeared in my dreams so I nursed him back to health rather than kill and eat him, assuming he would lead me to other dream fragments. At some point, while stopped at a roadside inn, the bard coaxed me to play a drum I carried, which I used mainly for rituals and signaling. As we played together, a crowd gathered to watch this unusual performance and in the end we received applause and a few coins. The bard saw this as a business opportunity, and thus was born the two-man musical act of Lightfoot and Longjaw, currently touring the lands of the Swordcoast. The point of me telling this is that I never would have come up with this concept had the DM not forced a backstory connection to exist between the characters. I initially wanted to make a lizardfolk rogue/scout but I ended up with a drum-playing, civilization-curious druid who passes himself off as a dragonborn and performs music for "shinies", all the while constantly on the lookout for dream auguries and trying to draw meaning from those moments (which conveniently serves as more grist for the DM's story mill).
I still roll my characters the old way. If they get a low roll, I go with it. So much fun right now to play a Dragonborn with high strength, low intelligence and medium wisdom. he has a heart of gold, but is easily led and loves to smash evil. So much material for comedy.
In my experience, younger players tend to be the "power players" who are mainly interested in min-maxing and older players tend to appreciate the storytelling aspect of the game more.
The first thing you think of when you think of fantasy is the powerful heros. The badasses, and the epic fights where the hero comes through in the end.
For many new people this is what they want to get out of the game. Most grow out of it if you allow them to.
@@irontemplar6222 In my opinion the difference between the generations is mostly due to the format of modern video games, and video gamers having an unconscious expectation of that same format in an rpg. The most popular video games like WoW are all about min maxing and the "mechanical" aspects of the game. This is also why video gamers are much more inclined to be "chaotic stupid murder hobos" in rpgs, because that's exactly the type of person you are expected to be in a video game like Grand Theft Auto.
@@BGlasnost ehhh to be honest I don't think it has anything to do with that. The old guard where just as murderhoboy as everyone else. Their is a reason GG came out with consequences for breaking alignment.
@@irontemplar6222 I'm currently DMing a game with a mix of "old guard" and new, and my observations of this group along with others in the past have supported my opinion. The young ones tend to treat d&d like a video game, and the older ones tend to want a more in depth story and rp elements. Maybe I've met a skewed bunch of people that don't fit the norm, but also maybe not.
@@BGlasnost Yes I dont deny that it in general turns out that way. I however reject the theory you put forward that it is in any way a product of this generation.
When the old guard was 15-19 years old they were just as murder happy, and gamey in their treatment of D&D as the modern generation is. If not a bit more so.
The reason Gary Gaygax has their be such massive penalties for breaking alignment was because their is no atrocities that 16 year old's will not commit if gold, or something else they want is offered.
Nifty tip to convert?.... make it a dare! That's how I was converted. My DM gave me a pre-generated dumb,fat kid. Changed the way I thought of character building from then on. "I betcha can't play a flawed character...." Before I knew it Laramie Silver oak had grown into a man and had a lot more heart than any previous character; a ranger with a strong sense of self having had to live with and/or overcome limitations. Call it a challenge a watch
Cool idea.
Agreed completely! That's how Scanlon Shorthalt of Critical Role fame came about, and if you've watched his entire arc... let's just say, tears were shed.
That's exactly what I did with my very seasoned (+25 years) players, and watching the evolvement of the characters have so far been amazing now two years in. I can highly recommend this :o)
This type of content is the reason I give him a few $$$ on patreon every month. Pure gold every time.
Thanks man!
I know I am bit late to the video, but the professor just nailed the Vader line. No extra "Luke" in sight.
Cannot agree more! What's fun is the strong/powerful character who gets that way to achieve a goal but then gives up the power for another reason or after fulfilling their goal, but again character expectations and stuff!
Weis and HIckman, are underappreciated fantasy writers, IMO. Their Dragonlance novels are awesome.
Yep.
The first 6 were classics. They created some.great characters. They also created some terrible ones. And kender
@@ronniejdio9411 Tasslehoff is a gem. I also really like their non DnD stuff.
Aside from dragon lance they gave us some of the best worlds in fantasy. Both together and separately they deserve to be spoken in the same breath as people like Tolkien and R. A. Salvatore. People who are not only masters of their craft but who shaped our idea of what that even means.
agreed, after the DL series, I thought the twins series was also very well done. The fact that so many other authors took to writing about Krynn afterward is certainly a compliment to Weis & Hickman's writing ability.
One thing I'd add is when characters give you a backstory and ideas of what they'd like to do, don't purposefully change it to give it an element of surprise. I once made a character who had a twin brother (another player's character) and their parents were missing so they went to find what happened to them. She also happened to be a warlock with a Great Old One patron because as I told the DM "I love eldritch horror and Call of Cthulhu like situations." The DM said it was great and we started playing.
Well, my character found out that her twin brother was not her real brother at all, her parents weren't her parents, and she was actually sent by another player's god to be their representative on earth. Also, her eldritch Great Old One patron whom she had discovered in an ancient temple with eldritch mysteries written on the walls? It turned out to be an ancient red dragon because that fit in with her big bad of the campaign.
Was that a good story? Sure. But it wasn't my story. And being a person who falls on the role play side I felt a little betrayed that I didn't get to act out the story I had originally intended. It ended up being an okay campaign and we had fun, but it was definitely a shock that I had to go in a totally different direction with my character.
Point is, collaborate with your players. Let them make backstories, and then actually use those backstories instead of molding their characters to better fit your campaign. Surprises and twists are all well and good but make sure it doesn't fundamentally alter the story they're hoping to tell.
Not easy for every DM to do, but certainly a goal to strive for.
Bummer(ish?), but you definitely get big points for rolling with it.
The Heroes journey is a fantastic tool to apply to every character. And while the template is the same, every story is different and you can't tell the similarities if done right, because the fascination with the story overwhelms the sense of similarity. I love it and I use it regularly. I might forward this to my players and I hope they enjoy the idea. This concept is what helped me understand storytelling both as player and as a DM.
Perhaps your best video ever!! Which is saying a lot since everything you touch is gold
Thank you so much for quoting Star Wars correctly!
What, "maclunky"?!
Mandela effect
Agreed. Far too easy to do it wrong in the world today.
I started out as a power gamer, somehow over about 10 years and alot of DMing I became a story focused player. I remember joining AL cause I didn't have a group and half a dozen sessions in someone asked the DM who was the best player and I was genuinely surprised to be told I was the better roleplayer and for being complimented on never breaking character and for about the past 5 year now I've been trying to get my old roommate to build a story based character, sometimes I'm afraid I can be a bit pushy but I will say he's come a long way from the character who's only personality could be summed up as "my character's religion requires me not to wear pants" or "my character's life goals are to do really inappropriate things to important plot devises" in my current campaign he actually made a paladin with a backstory and a character arc that fit my narrative, and when his paladin gave his life so the party could escape a dungeon that was maybe too hard I was both sad and very proud of him.
I think you turned that player into a better human being!
@@benvoliothefirst
No. They didn't. They browbeat a guy who was enjoying the game into doing stuff they didn't want to, in order to shut them up.
@@vincejester7558yeah god forbid somebody learn humility and sacrifice
@@eastvanisfun
You learn those things in real life.
Not in a "make believe" game.
You broke that down and explained it very well. Even at the ripe age of 51, still have friends that have never migrated to the other end and simply want to kick down that door. I left a cookie on the table for the metric, see you next week
Thanks for the cookie!
There's nothing inherently superior about either form of roleplaying, it's simply a matter of preference how any given table approaches it. Most groups fall somewhere between the two extremes IME, with even the most dedicated roleplayer sometimes wanting to just kick back and have a good challenging fight and even the most clinical tactician sometimes wanting to try some negotiation to see if there's an easier way past the latest challenge.
Professor, you have provided some great tools for my tool kit, both as a DM and as a player.
Very informative!
I added this video to my saves 'RP Dungeon Craft' list.
In my youth, I was a tactical hack and slasher. As I got older, I started to really embrace RP - The stage craft, if you will.
Cheers!
Girthy episode! Great points, PDM! Funny enough, watching this made me realize that my primary antagonist in my campaign is faceless and therefore limiting the story for my PC because they don't know what they're facing off against.
According to Steven King, characters in a book also have the freedom to hijack the story...
This is half true, the charecter is still subject tot he authors whims, but the charecter also has a nature, a personality, and a set of ideals and flaws. If the writers chooses to stay true to a charecters nature thene that charecter can completely change the story from the writers origional vision, but the wrtiter still has the ability to change all of these things, tweak them slightly, or remove agency from the charecter in some way to accomplish the results they desire. Neither rout is inharently bad writing in my oppinion, it's all a matter of measure, and execution's.
I see someone else has traveled to the Tower
Can confirm.
A solid dive into Character Arcs 10/10
Thanks. Weirdly, a lot of people are watching that old video today, for some reason.
@@DUNGEONCRAFT1 I've been seeing quite a bit of old videos popping up on mine and other people's youtube pages. Might be an algorithmic trend.
Got me back into rewatching a lot of your videos again.
I really appreciate how you stress out that one category shouldn't be forced to play as the other one. As someone who doesn't like roleplaying but enjoys watching other players doing it, I found myself in some difficult situations when the DM wanted me to delve deeper into the character backstory or create unwanted bonds with the other characters. Unlike many players, I never develop a strong attachment to my characters, therefore being pushed towards more roleplaying has always killed the mood for me, considering I'm mostly interested into the main story of the campaign, trying some new classes/features and, above all, have fun with a group of friends.
DokHome Thanks! I’m glad It resonated with you.
Best channel for ttrpgs👍
I just finished a 5-year campaign this Saturday night. I had asked my PC three questions: who did he love the most? what thing did he love the most? and, what idea did he love the most? These three questions carried me so well through so many questions, situations, dilemmas throughout the campaign. Highly recommended.
Great stuff. In my experience virtually every new player starts life on the power-gaming side of things. My best technique for moving them to the role-playing side of things (passed on from my mentor GM), is, when my when they finally fail at something, make it spectacular and hilarious. For some at least, this becomes an "ah-ha moment" sometime down the road when they realize what they remember most about the game was that time their super-optimized character did not meet their performance expectations.
Funny I didnt think this was as common an experience. I mean I started as a power gamer but I was surprised on reflection one my epiphany moments was during a one shot call of cthullu game where I had fucked up in several ways causing us to fail, I expected the table to be mad but they were laughing and having fun and I kind of realised I didn't need to be a try hard anymore. Though the other was during a "boss" fight was a gang leader/campaign villain Cyber punk when he kicked the grenade back to me I realised TTRPGs were not video games, enemies would be have like people, not crude ai and the game was a lot wider than the rules written
Good stuff. Sometimes I feel I'm a weird hybrid because I suck at role play but enjoy a story. I see the role play to war gamer difference as more of a spectrum. In my weird end of the spectrum players look down on their characters like greek gods both giving them their actions and commenting on how those actions played out.
Player: I fire an arrow at the dragon
DM: It Misses. The dragon shoot a flame back at the PC, it misses.
Player: LOL My arrow bounced off the dragon waking him up he was to tired to shoot straight.
DM: Right! He woke up with a fiery cough wondering what dumb adventurer had the audacity to fire an arrow at him.
The story is still their but it isn't role played conventionally. It leans further towards the war gaming side but not so hard that weaknesses would not be an option. There's a lot of ways to play the game. That's part of whats so fun about it.
It IS a spectrum. I may use that in a future video.
I love players who contribute to the narrative and take some of the work off the DM's plate!
@@DUNGEONCRAFT1
Spectrum implies only one dimension. Where is my puzzle solving and world exploring on this spectrum?
@@benvoliothefirst
If you skip the contrived "narrative", yer plate is empty for fun stuff like weird monsters and fantastic treasures, and diabolical puzzles.
English teacher, married to a Drama teacher, both play D&D together. Did you ever consider and appreciate that you won a sweet jackpot?
Every day.
This video NEEDS to have more attention paid to it. Every player, every GM should see this IMO. Wonderfully done Professor!
It's really important to get both the DM and player on a same page about the style of the game. "Role player" will get bored, if there's no drama, and "Gamer" will get frustrated and or bored, if there is no robust system and solid opposition.
I love the 5 points. And that you related them to media that I know. It really helps.
Professor, this is my favorite of your videos this far. Since I first started watching your channel I have wondered how to get character arcs to work in the game, and you have graciously provided the answers. What I have been doing wrong was not communicating with the players on what their arc could be, and also, trying to create arcs for the wrong type of player ls (i.e. power gamers).
Thank you.
I love using this. I did this to great effect once when a player I DMed for wanted to play a warlock who 's patron was one of torment and basically gave him power but decieved him into thinking his late wife was still alive and adventuring with him (basically a minor illusion of his sick wife) that would request he find medicine and give it to her. He also had a daughter that was taken from him when she was a child while he was watching her. The patron promised him that one day you will confront this person. Much later in the campaign after the party saved some noble's from being influenced by intellect devourers they find out the city is going to be assaulted during a festival for the dead. One of the advisors to the nobles is a warlock with a young apprentice both have their faces obscured. They seem nice enough but this gets the players suspicious. As he tries to see the young apprentices face they back away claiming it is part of their ritual like a vow of silence. But he does see she has the same white hair as his daughter but without enough evidence he can't confront them before the festival that they need to go and make sure it is safe.
Of course the day of the dead festival erupts in a melee of undead and other fanatics battling it out the advisors where there as well. During the fight he manages to see it is his daughter and proceeds to focus his fight on the warlock. The warlock and the assistant fight the party with the young girl often attempting to jump in the way and take the damage. And as the warlock is losing the fight he tells the player if you kill me you will kill your daughter as we are bound together. The player agonizes over this for all of 1 minute real time then says at least she will no longer be corrupted by your lies she will know I love her and I hope she can forgive me. The whole party was helping by this point even after he tried to taunt him into a one on one fight. However as fate would have it the player dealt the final blow. And as the warlock fell while locks of hair fell from under the hood revealing the warlock was in fact his daughter and the assistant faded away as an illusion. The whole party ran up and tried to heal her as the player ran there first and held her in his arms. However, the injuries where to severe and story wise is would have cheapened it if I just let them heal her back up.
The dragonlance novels are pure gold. For some reason Sturm was always my favorite character. I liked them all but I really liked him. But you don't really get to pick your favorite. I've also always had a soft spot for Boromir.
I Love ALL Dungeon Craft videos! Especially his back catalog.
Many years ago, I made a new character for a Rifts game and chose a runaway slave borg. A few other players pointed out that a mercenary borg was much more powerful. I replied that I wanted a role-playing focused character. As a GM, I’ve had to balance groups of players, some of whom want role-playing and others are focused on dominating combat. Thanks for another good video
Shouldn't a tabletop rpg be a balance of both? For example, a nuetral good/ lawful good orc barbarian who wants to build a kingdom and be the strongest champion in the ring. Now add in that his tribe was decimated by evil elves, a missing druid mother and swords bard love interest coupled with an unknown father who is described as having one eye. A story like that could lead to the revelation that his father is Gruumsh thus making the hero a demigod who strives to now become a deity.
Really great video! Flaws are the hardest to develop. Players have a hard time letting go. But every great hero has a mass flaw. And if you play those flaws, you will get a very rewarding story. If you don't, you will get game of stats and numbers. In the end, and sometimes it takes years for people to understand this, is that we are a civilization driven by storytelling --- are humanity literally thrives on it. Eventually, one way or another, numbers and stats will take second to players, just takes time.
Some interesting points here. I used to be a power gamer, and still have some of those habits but having been a DM recently I’ve come to realise that for me, stories are where the heart of a game comes from.
This is absolutely brilliant...... really clear and great advice. :)
I have one distinct player who's the obvious power gamer and the rest are story/character driven guys.
It's actually comforting to hear "don't expect the power gamer to become a story gamer at any stage, it just won't happen". Takes some weight off my shoulders. :)
Definitely gonna use a lot of the advice offered in this video. Awesome. :)
Best D&D channel
Best commenter!
That last bit, about not explioting their weakness, I can dig it. Thanks.
I'm playing a loner as a character arc. Her flaw is that she is a loner and is learning how to operate in a team and the benefits of teamwork.
“You end up in a pet store.” Please don’t tell my players that. They don’t need more ideas on how to go shopping. We have spent so many sessions shopping 😅 but whatever they have fun doing.
Another insightful video, thanks Professor!
I think i finally put together a group of players who are looking for a session like this. They have each been more than happy to have 1 on 1 time with me while i prepare the campaign developing their character backstories, all of which are intertwined either in the world i'm creating or intertwined with each other's character backgrounds to flesh out a more interesting world. I'm excited and very nervous and hope that I'm able to give them the campaign that they are expecting. It's extremely low magic, like game of thrones, with extremely limited magic items, and no magic classes. :)
@David Hager I couldn't agree more, Dragonlance was the first fantasy series I read and it blew me away. The care taken in crafting that world and the characters in it is incredible.
Thank you Proff. You have caused me to reflect on my current PC and I need to give him some flaw for my DM (wife) to take advantage of.
There's so much great info I have to take notes to remember it all...
Or give another rewatch
as i see it. If your players spend the entire sesion buyng pets isntead of going to the dungeon, it just means the next sesion is already prepared and you have less work to do next. a win-win scenario.
Lol. True.
Hey Prof DM, it's been 4 years but it reminded me of a Samurai class back in ADnD, our group used to create custom classes and I was playing a Samurai Elf, based on book of 5 rings. But, my samurai had a heart condition, everytime We should roll for fear effects, My character had to roll a constitution saving, if i would ever roll 1, i would have a sudden death without any chance to be ressurrected.
Ironically, my character was the sole survivor of our group and to honor his comrades he created a memorial deep in the forest where we had a home and there all his friends were resting in peace. In the end, my character was known as the swordsman that could cut an entire army with a single weapon swing, cause I've paid bards to sing about our glories and most adventurers avoided that forest, considering it a very dangerous place to go. From a ill samurai, to the keeper of his friends graves...
Oh, btw, I've got a medallion that granted me immunity to fear so I could not fear my condition any longer, that was the last reward I've got on that character as a player, after enduring the ordeal of banshees and all sort of undeads (our group was focused on purging the undead from the area)
Good old times, we used to love the THAC0 rule at that time.
14:00 I am going to counter your argument in regard's to Denarius Targaryen. She is from the start of her rule, to the end of her rule. A Tyrant, and its her way or the highway (so long as those who walk it a paved with dragon fire) She is no different then any of the previous tyrants the Targaryen's have produced. The only difference is some of the things she tyrants such as her being aginst slavery. We the audience agree with, and I have no shortage of players who have tried to do the same thing in my games. Usually with disasterus consequence's.
However she was from start to finish an Evil Tyrant. One who always wanted to get her way, and only occasionally acquiesced to her advisors who held her at bay at times.
Great video as always! I remember when I first got power gamers interested in character arcs back in 2e days. The Skills and Powers rule set was loved by my min max minded players and there were flaws you could take to get more build points. One of the best was “Powerful Enemy” that gave a lot of points. Ended up leading to some great games and some of the most memorable times at the table. My friends still talk about them almost twenty five years later when we get together. Highly encourage using “bait” like this to get a power gamer to try playing a flawed character.
I’m glad you got the empire strikes back quote right, everybody always says: No luke, I’m your father.
Thanks for this video. Been looking at your to involve my players more. I'm a newer DM and have one who is into roleplay that I'm struggling with ideas for, one who is down for a story but is more into power playing, and a third who loves combat but had been blown away anytime a character's backstory find it easy into the story. You and the comments have been very helpful in guiding me.
Another great Video. Your recommendation and suggestions have made my son and mine’s game awesome. Since I have been watching your channel my son is getting more into the game than before. Keep up the great work.
Once again you have lightened the load of storytellers. Thanks, PDM.
I have a PC in my current game who volunteered the idea of owing money to the Zhentarim during character creation.
Super useful, thank you! Current campaign has just reached the point where I need to dig into backstories and story arcs and this was a great help.
This was very helpful prof.!
I wish I had players in to story as you have, but I have players who play for the game and not the story sadly.
They are the players that as you called them - in it only to dominate and fulfill a power fantasy.
I tried forcing it once but as you said, there is not much you can do on players and all you can do is respect it.
I am the only player who wants a story, but the problem is I am a GM.
I came up with a good enough compromise and that is, my NPC's are the ones who get all the arcs!
On my current campaign we are playing, the main conflict of the story is that they must protect this poor girl named Mirai, she has no memory of herself and all she knows is that an evil organization wants to take her back from the party so they can do experiments on her.
She's the classic mysterious past type character.
She starts off frail and useless but overtime she hopefully turns into a woman able to protect herself.
Currently in our campaign Mirai has finally noticed how much of a burden she is to the party, thanks to her the organization keeps sending goons after goons after them to kill them, that realization triggers an emotional outburst which in turn also activates her magic potential that has been hiding within her all this time.
Now her magic is out of control and she keeps hurting everyone around her, causing her to be even more conflicted about herself and now next session the players will have to fight her and let her understand herself better so she can control her magical powers!
When I play I am difnately a both camps kind of guy. Hell, I had a character who's entire schtich was the way he was always able to leverage his "Weaknesses" like his honor, hunger for romance, or love, and loyalty for his friends and family into powerful advantages. Everyone knew he was on their side, and he always tried to find a solution that benefited everyone, which he was increadibly good at. He always had some spin or twist ready to take advantage of the situation for the benefit of himself and/or his loved ones. I think his greatest weakness would have been if anyone had really screwed him or his family over, well that and the fact that the man was not emotionally stable, I never really got a chance to explore the charecters darker half, but he was the kind of devoted that meant if anyone fucked with him and his they where going to go through some major shit, but it sadly never came up.
Thanks for sharing!
Yer spending way too much time thinking about an imaginary character in a fantasy game.
@@vincejester7558 That's part of what makes playing said game fun. I get to create and sculpt a character, define their persona and develop their personality, and maybe learn a bit about myself along the way.
@@patrickbuckley7259
Exploring feelings and emotions and identity don't interest me. I am an adult, and did that in real life, with real people, In workplaces and classrooms and social gatherings. I ow who I am. I understand other peoples' experience. I want a game to escape all that drivel and rot.
Hell, a great video from start to finish. Wakes up the need to play
This is your best video so far, at least as far as I am concerned. My players fall neatly into the two major camps. LOL much thought in this one, and by that I mean I must give it much thought.
Holy shit, one of your PCs being in love with the villain?!? I love it
You can have one of those "Zuko decision under ba sing se" moments where one of your PCs takes the villains side in a big climactic fight.
Love PDM's stuff and Dungeon Craft in general. Always learn something new or get a fresh take on how to D&D. The notion of character arcs is one I'd never considered for the game outside of just "This happened to the character, and then that happened to the character..." Can't wait to incorporate these ideas into my next campaign!
This is, far and away, your best video. Great job!
I just created a character as based around a weakness - I'm a Dragonborn Sorcerer that doesn't know they're a dragonborn (thinks he's human) and believes his powers and appearance to be part of some curse. He believes the curse is because he accidentally killed his (abusive) mother. He's afraid of himself and his abilities - which only seem to be growing stronger over time. I never thought though of what this character would be willing to die for. He's a teenager, so his attitudes are very wild and a bit unpredictable. I will try and think on this. Thank you!
The very last point is excellent. Your players are going to expect you to leverage their flaw. But you never will, until that perfect time.
Great vid! I've been reading A Hero with a Thousand Faces and love it. Nice tie-in with the Dragonlance Saga for reference. I've been DMing with 5 newer players. They have a hard time learning the rules let alone role-playing their characters and playing up their vulnerabilities. Role-playing their character is such an abstract idea for them. Love what you said about not exploiting weakness for the sake of doing it, very true. Vulnerabilities are story seeds in disguise.
Funnily enough, my best friend and his brother are the 2 different kinds of players. At first, they were both power players, my friend choosing a barbarian and his brother a rogue. The more their first adventure went on, the more I saw my friend's character move away from the "My goal is to kill everything" to a more of a "I'm an ex soldier and I follow my duty". I still throw his character in from time to time as a passing NPC or patron in a tavern and he agrees that his character is the type of an adventurer that roams the land with his new friends to protect and care for the common people
Great video! I've only recently crossed that bridge and have had the chance to finish 1 character's arc. Since then I've been looking for more answers on ways to build characters.
Many UA-camr's with book writing channels talk about this, but your the first to talk about character arcs in a D&D context. I would really love to see more on this topic.
I have to say, this is perhaps my favorite of all your videos, Professor. I wish more people were having these sorts of discussions. I get that D&D will always lean heavily on the simulationist side of the fluff-crunch continuum, but I'm a firm believer it can do both (and is at its best when it does). The current culture seems to lean more toward the rollpayer/crunchiness (nothing wrong with that, just not for me), which is a big reason I long ago switched to Fate, etc. Your videos have inspired me to step back behind the screen and give D&D another go.
I used to be a Roll Player, in my maturity I'm evolving into a Role Player....Looking for interesting traits and Flaws to play....And finding the Role play momments come easier with a solid character "arc"....I also left the game some 15yrs ago and came back more mature. in my current group we have an even split of Role players and tacticians....its working so far
The thumbs down is from an edgelord who opened up to his DM about his love for the evil countess and was stabbed to death in his sleep.
Good one.
Seriously, this tip is too important to be at the end of the video!
Love your avatar.
Vulnerability is why ALL characters should ALWAYS start at level 1. Starting at level 3 or 5 or 19 essentially removes the vulnerability and interesting aspects of a character. Characters are created during the story, not before the game.
AGREED! Shout it from the mountaintops!!!
I disagree. ALWAYS starting at level 1 can seriously handicap storytelling as it becomes difficult to explain certain backstories. Any serious past or history for a character feels unrealistic (for me at least) because a history implies they should have experience. Second, in 5e specifically, it takes till lvl3 for some classes to be defined, and knowing what your character is capable of is a very important aspect of storytelling. level 1, for many characters, is extremely limiting... It also can get to be a real drag making a character at level 1 over and over again...
Dont get me wrong, level 1 has its place, just dont sleep on all the other great stories that higher levels allow too :)
@@FidasEternas you are correct when you say "certain". Backstories that are detailed with experience are unnecessary and superfluous to a narrative game. The idea should be to imbue a character with a psychological framework with which to gain "experience" and a narrative history in the game and thus growing as a character. By starting "with experience" you not only imbue the character with a psychological framework you also wall them into a set path. As a collaborative story is generated in the game, bringing the baggage of a detailed experiential backstory into it limits the scope of advancement and also pidgeon holes the game into a series of calls to a character's predetermined path.
The game is not about building characters before the game, it is about building characters in the game.
@@TheDMGinfo Honestly, I still have to disagree. I don't see how a character having experience walls them off in a certain path. Just because a character starts at level 5, for example, doesn't mean that they stop growing or developing as a character, it just means they may have some history to establish or reinforce the character that is already present.
My (essentially) first character ever in D&D was a 17th level Sorcerer in 3.5 ed, but just because she was 17th level didn't prevent me from rolepaying her or developing her during that campaign's short life. Sure, the more advanced a character is the more 'set' they are, but the only thing that is stopping someone from playing past 20 is their desire and any practical time limitations.
even as a DM I also find first level characters frustrating to build narrative around. There is a limit in my player's minds for what could happen to a first level character because the SCOPE of a first level character is itself limited. Whether the character has a tragic past (stolen heritage, killed parents, young street urchin etc), or they are an eager and bright-eyed adventurer, or maybe a myriad of other backstories, they all have one thing in common: They are fresh. They are new. And while they may have some history behind them almost everything is in front of them.
Again, to reiterate, there is nothing wrong with making this kind of character or playing in this kind of game (and there are also huge differences between playgroups, so please don't think I am saying how you or anyone else SHOULD play). But a character with some levels means my players are free to make characters with real HISTORY, with real MEAT. They get to form attachments, allegiances, followers, and advancements in guilds. They start with a stake in the world and connections that feel natural. They can have a human character that is 40+ years old and not have to wonder in the back of their minds how this guy NEVER managed to hit level two. But most importantly of all, I get to work WITH them in weaving their character into the world and giving them a real, tactile sense of a place within it.
Now, I have seen certain players be 'that guy' and try to bring in a pre-built character from another game that doesn't belong, including house rules and all the amazing equipment the earned from their other DM. The big difference here is that person did nothing to work with me to make their character, there was no more collaboration in this collaborative story telling game.
There are limits to the stories you can tell (or start to tell) at level one, there are limits to the stories you can tell beyond level one. The only thing that is limiting you is restricting yourself to one or the other.
Yeah... I started my characters off at level one in a my Science Fantasy campaign and we almost had a TPK in the first session. Some weapons in that campaign are strong enough to not only one-shot, but straight up *kill* level 1 players. Not a great idea for every game, but I see where you’re coming from.
Besides, I gave my players in my longest running campaign some damn good story arcs, despite them starting at level 4. One joined (and ultimately left) a machine cult, one witnessed the destruction of his home planet and vowed to prevent such a thing from happening again, joining the Imperial Navy, one of them became the dictator of his people, and another got possessed by an eldritch god, and ultimately saved by a different great old one. They saved the Galaxy, but despite their best efforts everything still went to shit. Now we’re all going to start a sequel (1000 years later), which ironically starts them off at level 1.
To be honest tho, its probably easier to create vulnerability in a sci fi than in fantasy. My campaigns wizard used to be a deliberate space hobo who ran away from responsibility, until he witnessed his homeworld burn, driving him to sign on with the military. We also had a bard who became a Tech Priest of the machine cult, but was later excommunicated because he refused to give up his human side. My character in a friends campaign is extremely vulnerable despite being nigh unkillable. Mostly due to her being a cloned cyber-soldier with advanced bionics and a fanatical religion (same machine cult as before), who still retains, but despises, her humanity, and constantly has to confront it. None of my fantasy characters where anywhere near as flawed or vulnerable, despite how hard I tried. My cowardly gunslinger was meant to be, but just devolved into a meme. Somehow it’s always the sci fi ones that work.
I was thinking about this too about a month ago and my plan for my campaign has a lot of the same philosophies. I was thinking to look at their motivations and consider how characters always think they know what they want, but what they NEED is something else. So I looked at my players character motivations and why they want what they want, then think of a need based on that. Additionally I would create various NPCS as "mentors" that will suggest to change their ways while there is also various NPCs as "tempters" that tell them they're doing it "right" while clearly not being in a fortunate circumstance themselves.
Example, one of my player's character wants power, because he was mistreated by his family growing up. This suggests they have a resentment for their family and perhaps a need for real family. Easily, the party can become his new family, so I would create characters that suggest the party looks like a great team as well as NPCs that had a good party once but they left leaving their team to die and say they're fine but have become alcoholics or something. This is an experiment though so I'll see if it works. I figure as long as I make the game about my players then it can't possibly be bad for them. I hope so at least.
So, as a DM you think its yer job to force yer sad fan fic down yer player's throats?
Hands down, one of your best videos to date.
Someone once took a chance on my Star Wars character application; a Twi'lek slave. My character was brought into the life of intergalactic slavery at a young age, the exact specifics left intentionally vague. Suffice it to say, when the game started, my character was the recent addition to a collection of slaves working for a Hutt on Nar Shaddaa, and was the Hutt's latest favorite. Some mercenaries came through, looking for work, and the Hutt sent them on an assignment, and also sent my character to keep tabs on them, and to report any 'disruptions' the group may cause, or other issues that they may fail to report. Effectively, my character was to make sure that if they screwed anything up, the Hutt would know, and dock pay accordingly, especially if they lied about it.
After some success working together, the party was allowed to 'rent' my character to continue helping them off-world, which they did. The job that was taking them off-world was given by a character who did not tolerate weakness, and so taught my character a few tricks about using and concealing a weapon, despite not having much in the way of clothing. With the weapons, there also came a confidence boost, and a greater acceptance of risky behavior.
When it came time to actually leave, my character began to throw some weight around, asking the dock crew why our ship hadn't been cleared for departure yet, and to get to it. With the successful expedition of our clearance to leave, the rest of the party started taking on roles within the ship, such as pilot, gunner, navigator, etc... but my character didn't have any such skills. What they did have though was a list of contacts, including the Hutt that owned her, and the NPC who had armed her, and was currently giving them their assignment off-world. As the only one in contact with either individual, that meant relaying information to the rest of the party, and because of that, when the party arrived at the destination, the Twi'lek slave stepped up to deal with the Imperial docking authorities regarding the docking fees, reason for landing, what cargo was on board, etc. While the rest of the party did the illegal work they'd come to do, my character began making arrangements to start up a legitimate ferry business, taking passengers across the system as long as their destination was along the way of our own. This would permit us to make some of our money back during these journeys in order to keep fueled up, as well as maintain the ship, and top off supplies as the need arose, plus turn a small profit.
Essentially, after a few months, my character was still by law a slave, but had gone from someone who hid behind others, to walking right up to Imperial officers as the captain of a ship, and leader of a legitimate transportation operation with all of the legal paperwork and authority to do business freely while the rest of the crew took care of the shadier aspect of things.
I was once part of a group that valued the story more than Hack 'n' Slash gaming. I miss that group. Now, the group I am playing with is half and half. Most of them are new and want to kill everything that comes in our path...but I try to guide them to other possibilities. I am no longer the DM as I have passed the mantle to my son but was a DM for over 25 years. I use my knowledge to help the newer players.
One of your best videos dude
Thanks. Oddly, it's not performing well, so please share it on your Tweeter or whatnot. Cheers!
Loving it Professor! Your topics continue to inspire and help me to push my limits.
I think the solution for the power gamers is to reward them with overcoming personal limitations, that is get them to consider weaknesses as opportunity, and secondly to use a morality mechanism to make them deal with the choices they make. Your suggestions here are good, but I think something like a wisdom/willpower penalty that accumulates over time - and it could be a specific weakness like a temper, or lust... something that enemies can exploit to heighten drama. "Noone calls me chicken!" -Marty
A lot of great advice. I can use it to be both a better DM and player. 👍
Definitely one of your better videos, Prof.
This is a great vid PDM! Saved this one to my D&D reference playlist. Bravo!
This was a really great, insightful video. Really enjoyed it. And I loved the references to the Dragonlance novels. They were the first fantasy novels I ever read. I gave them to my son in his early teens and he also loved them. We still talk about those characters.
Thank you for this unintentional birthday gift.
I allways referred to MadMax as a perfect char arc as he has to build up just to loose everything and become primal to rise into his lost humanity. Most of my players take into account that each one of them is a hero in there own way. This is were i as a the Whitefell DM made a critical decision to pick one player and crafted that player to be the hero. The rest of the group desides how they want to be involved in the story arc not the hero arc which i make very clear. This allows my players to grow and choose there own paths to fame! While the story can allways continue even if the hero dies. We simply pick the next player who has the most fame at that point which intern transforms that player journey forever and enter into there own custome hero arc they have allready ben building.
Thank You
Sincerely
The Whitefell DM
Thanks for taking the time to comment!
Vader? Luke’s father?! Where was the spoiler alert?!
haha, I was just going to ask that.
Same! If this were a personal conversation we can talk star wars all day long. I'm surprised lord of the rings didn't get spoiled first when discussing the hero's journey..
Just remember, during the interrogations aboard the deathstar, vader did terrible things to his strong willed daughter and she didnt break. Yet you tell your punk ass son you are his father and he cries and jumps to his death.
@@SMunro Too funny! Too awesome! Thank you.
Strangely, the model I use for designing my RPGs these days is actually an old video game from the 90's: Super Metroid. I think most players that finish it simply collect their power-ups and smash the big bad at the end with an exploding planet. Simple and to the point. But, for the people that explore the game will see that the lead adopts an alien as her own child, that child is stolen, and results in fighting a creature called the Mother Brain for the fate of this baby alien that (SPOILERS)
... Dies in the fight. It's a story of a misfit family and tragedy for the player looking for purpose and meaning. I tend to design my adventures in a similar way in that the plot is there for the players that seek it. Otherwise, the game side of role-players still level up their characters and get their power-ups.
...and a ragtag band of underdogs who learn that the greatest treasure is the friends they made on their journey into ...
Blah, Blah, Blah.
@@vincejester7558 Sounds like you'd just be there for the power-ups, my guy. Which is perfectly fine. :)
@@generalsci3831
I prefer level 0 to 7 campaigns.
Slugging the same three orcs with more and more HP over and over is just as boring as the Kumbaya or edge lord stuff. Give me a world! Marco Polo campaigns for me. New things.
@@vincejester7558 I didn't realize I was advertising smashing three orcs over and over again. Me thinks you're assuming things about my games.
@@generalsci3831
No no no. The nature of power gaming is to get bigger weapons to beat up bigger monsters, repeat. The monsters don't really change. They just have more hit points and do bigger damage. Its a failure of adventure games of the digital and analog variety.
You don't know the power of the dark side, lol. This was a great video on story arcs, I couldn't have said it better. I will add only one thing. With the advent of VTT's, [Virtual Tabletops], it has become much easier to find players who prefer story arcs. Simply mine for them. When I advertise my campaign, I was state what I am looking for in a player. I also state why other players might not enjoy the campaign I make because it involves story arcs. This way they don't waste my time and I don't waste theirs. A second option is what I do with mini campaigns, [those that will only last a few real-time months. I pre-generate the base characters with story arcs and allow the players to choose among these personalities. They still role there attributes, choose their feats, skills and classes. Each personality has a limitation that only that character must follow and knows about. So far this has worked very well, although I do prefer your method with the voluntary aspect. Great video! Keep it up.
Yet another switch of my vote for your "best video" you have made. Well done, Professor.
Another great video. Thank you for all the time and effort you put into them.
Yes! the moment of the day I was waiting for
Hail Ceasar!
@@bonbondurjdr6553 Salve amicvs
Dragonlance is so freaking GOOD >.
I love Mousguard and similar type games that really lean into internal conflict and that type of character development, but its harder to find players who want that sort of game. He’s right, you can’t force it.
You can encourage roleplaying. I make my players answer a few questions about their characters background.
1. Where were they born?
2. Who are their parents?
3. What did they leave behind at the start of their journey?
4. What are their long-term/short-term desires?
5. Did they experience any major traumatic events?
6. Do they have any friends or enemies?
7. How did they learn how to be their class?
8. What inspires great emotion from them?
Once they create a background, they can't help but care. Bam! A roleplayer is born, lol. All you have to do then is help guide them to being better at it.
Hope this helps.
Spoils Empire, spoils Dragonlance - I demand a spoiler warning for my 35 year old media!
Rosebud was the bike. Good job
@@nicolasickovic7432 Rosebud wasn't a bike, unless we're talking about a different Rosebud.
@@wolfmunroe my bad a bicycle is the metaphor for my innocence haha i meant a sled.
excellent video. Man I am exactly that. Used to be power gamer, now only care about scenario and story.
My first ever Paladin was suffering a crisis of faith after witnessing the corruption of the church. He broke from under the control of the local bishop which did not go over well and was actually being hunted to be brought back for trial. The rest of the party was not aware of this of course & it made him somewhat mysterious since he was solemn and a bit aloof. Our little band of heroes learned quickly to place their trust in ole Jorend Haust, when they all learned he would give his life without hesitation to those he now considered his "family".
Best video I have seen here as of now. Thanks!
The character I'm currently playing is a lizardfolk druid. Our DM required players to come up with a meaningful connection to at least one other character, so I tied mine to the bard. I came up with a backstory where dreams were haunting my character of an impending threat to my swamp homeland, forcing me to go on a walkabout and seek aid in whatever form to forestall the events in those visions. At this stage, my character was a hunter just coming into his powers as a druid somewhat unwillingly, receiving instruction from the spirits of "The Green".
On my travels, I came across the bard left for dead in a ditch by bandits. His face had appeared in my dreams so I nursed him back to health rather than kill and eat him, assuming he would lead me to other dream fragments. At some point, while stopped at a roadside inn, the bard coaxed me to play a drum I carried, which I used mainly for rituals and signaling. As we played together, a crowd gathered to watch this unusual performance and in the end we received applause and a few coins. The bard saw this as a business opportunity, and thus was born the two-man musical act of Lightfoot and Longjaw, currently touring the lands of the Swordcoast.
The point of me telling this is that I never would have come up with this concept had the DM not forced a backstory connection to exist between the characters. I initially wanted to make a lizardfolk rogue/scout but I ended up with a drum-playing, civilization-curious druid who passes himself off as a dragonborn and performs music for "shinies", all the while constantly on the lookout for dream auguries and trying to draw meaning from those moments (which conveniently serves as more grist for the DM's story mill).
I still roll my characters the old way. If they get a low roll, I go with it. So much fun right now to play a Dragonborn with high strength, low intelligence and medium wisdom. he has a heart of gold, but is easily led and loves to smash evil. So much material for comedy.
Best one yet
2:27 epic spoiler. Aside from that, amazing video as usual. :)
This was a helpful primer on the topic, thank you!
"Psychology of Players", spoken like a true Professor :)
Love your videos. Thank you and keep em coming.
Can I please give 5 thumbs up? This was AMAZING and so helpful! I love your videos. Thank you Professor!