Roles Players are Assigned Part 2

Posted by Dalepatrick on Nov 5, 2008 in 4e D&D, 4th Edition, Advice/Tools, Fluff/Inspiration |
Number of Views :443

kodt-21

fightingirish13-48Hey guys and dolls, it’s your old pal Patrick.  So I have my own two cents to add to this topic of discussion and I’m going to use my own group(s) as examples.

Everyone has specific roles they enjoy playing.  It’s true.  I tend to play an extremely headstrong bruiser.  Strong enough that if I choose to play jokes on people, or ‘talk trash’ to some of the NPC(s), I’m more than capable to defend myself, if necessary.  One of the guys that I have been gaming with for the past few years has a tendency to take the leadership position, and whether he knows it or not, brow-beats the rest of the players into following him.  One of the ways he does it is by simply saying, “Well, you can do whatever the hell you want, I’m going this way.”

Gamers, gamers please; it’s an amazing way to get your way in a group that doesn’t like splitting its alliances and groups, but an overall effective way to create dissention amongst players.

Part of playing headstrong characters, means separating leadership and the team from your own desires.  Some people are incapable.  I know I have a difficult time when someone is waving that +5 Great Sword in my face and telling me I can’t have it

There’s also the new guy archetype.  Some new guys don’t move out of it until much later in their gaming career, and often far later than necessary. 

Newbies, it’s acceptable to take a game or two to get used to the roles, but branch out!  By game three you get the concept, and mostly the rules.  Try being something else, or doing something else.  Try being the leader or giving input.  We appreciate you coming along and having absolutely nothing to say or vote for, but we like the input.  Don’t be afraid, we’re role playing; I highly doubt anyone has the right to laugh at you in the group. 

Veterans; this next section belongs to you.  Support your newbies as best as possible.  Many of them are afraid to come out of their shells because of you.  Yes, you. Look in the mirror kiddies, it’s you. 

That’s not necessarily a bad thing, but when you (the veteran) take complete control of the game, the new characters (often, but not always) have a difficult time coming out of their shells and certainly need the aid of the vets.  Now don’t take this wrong: don’t be afraid to lead, but additionally, don’t be afraid to follow.  The game will be much more interesting if you allow a different path to be chosen.  Don’t you think so?

Everyone all around, for an incredibly interesting game:  Take flaws, or give your character flaws, and stick to them.  In the campaign I’m about to play, my character is a human rogue, whom only has one eye.  I am willingly taking negative penalties to all ranged attacks, because my character will obviously have horrible depth perception, and I’m going to make it a recent wound, so the person hasn’t had it long enough to physically adapt to the problem.

In campaigns past, my characters have taken all kinds of flaws, and some don’t only affect my character, but the party as well.  This tests the party’s ability to adapt, and helps them learn to be a better cohesive unit.

Anyway, that’s about all the happy advice I have for this time, but I’ll be back.  Remember Noobs, Vets, and all around Middle Guys, I’ll be gamin’ and I’ll be watching.

            - Patrick

PS: Despite all I say.  Just have fun mmmk?

Reply

CommentLuv badge

Copyright © 2012 Dice Monkey All rights reserved.
v theme from BuyNowShop.com.