DCR Gamer Forge Listener Email:

Name:
Megan

Comments:
Okay this may sound strange coming from a woman. However in my pathfinder game that I play in I am wanting to transition my rouge character to an assassin.
The guys are giving me crap about it because they don't believe I could play that type of character because up until this point my character has mainly just been a pick pocket and show no tendacies for violence.

My DM is asking for a legit reason for the change. I am struggling here because I really want to make this leap with my character.

background on my character she is a half elf woman who's elven mother was raped and then left for dead. Some clerics found her and was able to keep her alive but barely. During child birth she passed on. I grew up under the watchful eye of the clerics and was really pushed around for because of it.

When I turned 16 one of the clerics tried to force himself upon me and in my desperate moment I stabbed him with a dagger I happened upon. The clerics sided with their brother and threw me out. I sturggled to live but found that I had a knack for pilfering things and eventually became very good at it but never stealling more than I needed or from those that had less than I.

Then there was an event that forced me into this group of adventures that I am now with. Namely I was caught stealing from a local lord and forced into servitude to this group so that I can be free of my crime. The group has come to rely upon my skills.

So can you help me justify a legitimate change? And how I can do it?

Thank you megan!

DCR Gamer Forge Response:

When taking on the unfortunate (and awesome) role of an assassin, DCR says:  

1. Find and connect an emotional response. She's already given a good reason to want to kill someone, or at least a justifiable one. It's as simple as illiciting something mercurial, even primal, about  wanting to kill. Tap into the very core emotions in your backstory. Inigo Montoya from The Princess Bride is a classic example. He is good at killing, but for the singular purpose of revenge. Once you've got your GM/DM/Referee/Storyteller/Watcher/Whatever bought into your reason, obtaining the class of your choice is as good as done.

2. Responsibility vs. Enthusiasm. Some famous characters actually like killing. Others see it as a way to make a living. Both have this in common: they're good at it. Make sure you define this when advancing your character through the levels. This is a great roleplay opportunity for you and your group. Is it something your character sees as just a job, but feels bad about doing? Is he/she finding that killing is far more intriguing than the whole "letting people live" thing. This is character development gold.

3. This is only a definition of a talent or skill, not necessarily a chosen profession. Some people, regardless of chosen profession, possess skills in other areas. So taking a class, any class, is only a description of heightened training or talent. Characters may have ten levels of "bard", but the actual method of earning that sweet "dollah-dollah" are literally myriad. Conan the Barbarian was very good at killing people, but made money by theft. Sam and Dean Winchester are good at killing demons, but make their money by scams and pool hustling. Remember this when assigning trained skills or skill points or the like.  

*To go the extra mile, watch episodes of The Equalizer. A tv series from the late 80's about a mercenary who had the tragic knack of killing lots and lots of bad people. A recurring theme of the show examines the emotional cost of killing bad guys. Also, Artemis Antreri from the Legend of Drizzt novels is excellent for examining interest in killing others for money and embracing that skill to a fault.
 
 
DCR Gamer Forge Listener Email:

Name: The Wizard

Comments: Okay I am creating my campaign and I am wondering what do you think is more fearful and a better big boss villain.

a) Dragon
b) Demon
c) Evil Wizard
d) Demi God
e) Magical creature

And why?

Gamer Forge and the Playing group know as "The Corner" Response:

The wizard wrote in a great question however you don't need a big dragon or a demon to terrorize the group.  Sometimes the best villains are meager mortals you have grand designs of their own.  Here are a few ideas for your villain creation.

When it comes to a hive of scum and villainy, DCR says;

1. Personal attacks. Have it get real personal. Maybe your villain captured and tortured one of the heroes and left them with a hand full of broken fingers. Damage something they truly value, like reputations or family. Most importantly, SHOW IT HAPPENING! Go into detail. This shows just how personal it is.
2. Attack sideways. Make your heroes do something other than blunt force smashing and straightforward assaults. They'll have to re-think their strategies. Incite a civil war in the streets of their hometown. Send in a sleeper agent at the start of the game. But make like you're playing nice to them. Its part of the illusion; you're playing dirtier than you've ever played before.
3. Terror! Do something horrific, but only do it once. A cannibal only needs to be seen feeding once to have the reputation of a cannibal. Maybe the evil lord has a human shield of no less than 5 innocent children at all times. You only got to see that once to get the hint about the guy/girl. One time is all you need to establish just how low this being is willing to stoop to win/stay alive. This brings us back to making a villain they will want to defeat.

 
 
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Gamer Forge Listener Email:

Name: Anis
Comments: Okay this is my first time submitting a question. I have heard you talk about other emails listeners have submitted so I figured why not try. I am putting together a new game and wanted to get your opinion.

What are your thoughts on putting in a God as the antagonist of your game?

Gamer Forge & Tracy Hickman Response:

Oh, God! When it comes to making the deity a little crazy and villainous, Tracy Hickman and DCR say:

1. Don't.
2. Focus on other elements, like fun. Good storytelling will replace a powerful villain, anytime. Before the heroes are ready to take on the big challenges, they need to grow internally. Make 'em lose a few times so they can lick their wounds. Give them a romantic foil. Throw in a sprinkle of political intrigue. Maybe a rival adventuring group. All of these can add the necessary excitement to your game. Also, its important in building context.
3. No need to up the ante. To constantly raise the ante of your battles is to miss the point of conflict. The best of the best bad guys, as stated previously, are the ones that are right. Create a villain that the heroes will want to defeat. If you throw up a mountain of battle, it will be seen as only a mountain to climb to the next challenge. The mountain itself presents all the obstacles of the story, while reaching the top is part of the objective of the story. Brass ring, baby. In the words of Scrooge McDuck, "Work smarter, not harder."

*To go the extra mile, Tracy recommends watching The Fifth Element, or Air Force One. Gary Oldman's performances in those movies are what a good bad guy is all about.

 
 
Here are your experince points on the subject to help level up your game.

1. Think differently than your characters. Superman is good because of his morals. Lex Luthor is evil because of his. Take one or two aspects of your characters and skew it. Twist their ideas and warp them into a new, if not alien, set of morals. Make the players question their's.
2. Think BAD-ASS! Want to draw attention to your villains' villainy? Give them shinier toys. Give them bigger cars. Give them the girls/boys. Give them bigger hair. Make them transform into cooler things. Villains always get cooler clothes! Except for Batman and Gambit.
3. Think "street cred". Nobody wants to hear a giant backstory for an NPC. Don't waste your time with it. Let the villains' actions speak for themselves. Kill innocent villagers. Smash two planets together "just to see what happens". Push limits. Push buttons. But still give them a motivation. A driving force behind his/her actions. Players should have every reason to fear the moment they actually meet the head villain(s), let alone fight them.

To really go the extra mile, strive to have a villain who can blur the lines of morality. Some good examples are Alonzo Harris in the film Training Day, played by Denzel Washington, and Ozymandius from the Watchmen comics and trade paperback. Both are good uses of your time.