Yes, when I talk about character creation, I talk about 'my character'. I could create your character, too, but I imagine you'd prefer to handle that. When you hear me talking about my character creation process, be aware that everyone is simultaneoulsy doing the same things for THEIR characters.shadzar wrote: but the thing is in his "cooperating" DDMW is always talking about ME, ME, ME, MY CHARACTER, MY CHARACTER.... "thus where does his character begin to become his?" when does the player take control of the character? at birth, since it had to exist prior to the game or there is a newborn PC that gestated with the ability scores and now has to wait until adventuring age in-game time, for the player to play it?
If I haven't stressed it enough, there is a discussion occuring with the DM and the other players to make sure our concepts work together. If one person wants to play a black-hearted assassin and another wants to play a paladin devoted to truth, justice and the American way, we might have a problem. We either find a way to work out the concepts in conjunction with the other players or we modify our ideals to ensure our party possesses sufficient cohesion.
Finally, the DM is involved as well. If I want to play the bastard son of the King, he might very well allow it. That's a background that has all kinds of potential (depending on whether the king knows that I'm his progeny and the inheritance laws I could have hordes of assassins heading my direction) but that might not work if a major campaign plot is going to revolve around the King actually being a red dragon.
When I DM, I like players to come up with creative backgrounds. I'd like to say 'yes' to what they want to play. Though I'll be a little reticent about blantant powergrabs. I might allow you to play a bastard son of the king, but I wouldn't let you play Buck Rogers crash landed into this world with deflector shields and ray guns.
As long as your concept works with the milieu and works with the other players and the major campaign foundations, the more you want to flesh it out, the better.
Not only will I allow you to develop your past from birth to 'start', I'll let you tell me about your parents and the family you were born into. Maybe your parents are dirt farmers, but that's not all. If you want to be a runaway from a noble family, that's cool. If you want to be an Archmage who was level-drained by a Succubus when you miscalculated the duration of your defensive spells while enjoying your interplanar harem and now need to scramble to regain your power before your enemies learn about your current status, I'd probably allow it - with the caveat that you had to run so don't have access to your wizard fortress...
I like it when the players have fun. Therefore, I will accomodate them as long as that works out to be fun for everyone else.
I know this is from another thread, but I don't understand where this comes from. If everyone is only allowed to be "commoner #56168 with potential" I don't know why you have to tailor the adventure to the characters. At least at first they're all the same, right? I like different characters, and at 1st level, the best way to represent that is a backstory. Usually the backstory is going to be pretty limited (because if you had lots of adventures, you're not likely to be 1st level).shadzar wrote: i prefer something designed by the DM that conforms to the players at the table rather than those people at T$R or Wot¢.
Even if you have developed a novel's worth of material prior to the game 'start', from the point that you begin playing you're building new experiences that aren't based entirely on what you think is interesting. If your character was a Mary Sue prior to the game start, that's not going to continue. If you play the game, you're going to have bad things happen. You'll experience setbacks and defeats. Heck, if your backstory was any good, that already happened.shadzar wrote: thus why i pointed out in the other thread, but people failed to read, your character is your connection to the world, it shouldnt be your entire world of D&D, thus making sucj great focus on your character you are jsut writing your own mini novella about that character, and have lost sight of the game itself.
Yeah, the character becomes the player's from whatever point he thinks is best. You don't just spring into the world fully formed. If you're a Rogue and you have a 25% Pick Pockets, you probably have a history that explains that feature. If the player wants to be a street urchin trying to make his way in the world and inspired by real adventurers, that can justify both their prior skills and their current plan to become an adventurer. If they instead want to be a successful businessman who's business was burned after refusing a shakedown by the thieve's guild and now he's trying to master their trade so he can infiltrate and murder the current guild leader, I'd allow that, too. Hopefully you'll have some Profession ranks or something that explain that.shadzar wrote:but really when does the character become the player's? it had to be born, unless some DM forced backstory or DM agreed upon backstory allows magical creation of the PCs as the first d6 drops. then they have no connection to ANYTHING in the world, as they have never lived in it before.
The more player input you allow, the more interesting the characters are going to be. The more interesting the characters, the more fun everyone at the table is going to have.