"Having an excuse to go on the adventure" doesn't count as a character-driven story unless it's just the start of the character details.hogarth wrote:The usual "pitch" from the GM is something like:K wrote:Weird. Where's the fun as a player in reading the adventure before you play it?
If they aren't reading the adventure beforehand, I'd love to hear how they are making their character to fit a story with plot points and characters that they don't know? (Not sarcastic here. Actually interested.)
[*]The adventure begins with the kidnapping of a young girl. In the campaign book, it suggests that your PCs might be relatives, friends, etc. or even the girl's fiance. (Night Below)
[*]The adventure begins with an NPC hiring you to help prepare for a long sea voyage, so you probably want to create characters who have a reason for wanting to work for this NPC and who wouldn't be averse to going on a sea voyage. (Savage Tide)
I mean, if you consider those spoilers (and I don't think they are), then having a PC hunt down his family's killers (and the other PCs being willing to help him in his quest) is the same kind of "spoiler", isn't it?
Stuff like "my character wants to hunt down the killer of his family" is better because it can be woven into other stories as well. Maybe you do one adventure so that the king will use his spy network on your behalf to find the killer, and then he points you to a hidden temple where the killer is supposed to be living, thus touching off another adventure that never features the killer at all and just hands out more clues to be followed up later.
It's still a cooperative story, so getting the chance to do the "and now we finally hunt down the killer" adventure can come sooner or later and you'll never know what form it will take or how many twists the story will have.
Background details have to have long-running impact if they are going to work at all. Mentioning that you hate snakes should be an invitation for the DM to toss a disproportionate number of snakes at you during the campaign in the same way that blowing a feat on Fire Resistance is a request for the DM to use more fireballs.
It's no more spoiler-ish than knowing that in the Rise of the Runelords adventure path there will be at least one fight with a Runelord. Basically, it's the PC side of the cooperative storytelling.
(As a tangent, the lady in the first part of Savage Tide stops being important within like three adventures, so that would be an example of a failure in character background).