So I'm starting a homebrew dnd campaign and when I first started a few of my friends didn't know how to build a character so I made a few characters and they picked numbers corresponding to characters. Those campaigns fizzled and I got creative block. but I just got past it and started building a new campaign and made seven characters for the campaign and the group that I'm playing in (their are 4 of them plus me) have loved it because I have fleshed out the characters with name, races, classes and a bit of a backstory but then from that point it's upto the player to build the characters https://9apps.ooo/
As I said I made seven character for 4 people to choose from so the last person isn't left with only one choice
But I keep running into people who say I shouldn't do it and I'm railroading them into specific classes
Did I do wrong in making the characters myself for my group to choose from?
I would strongly recommend against this as it will make your job as DMing harder long-term. Players care more about their characters, are more invested in them, and will have a better grasp of their abilities if they have to make the character themselves. By doing it yourself, you are opening yourself up to constant “oh, what can I do for this?” slow play issues, and long, in depth efforts of trying to get them to flesh out their characters within your story.
There’s also issues with taking away their agency, of course. But you already were told that, so I didn’t want to focus on it more.
Different take. I think it's fine; and if people are telling you you're doing it wrong, and they aren't players in your group, don't worry about it.
Pregens (pregenerated characters) are common in one shots and I think even in at least one of the D&D starter or essential kits gives you a batch for players to choose from for mini campaigns that take the party a few levels. For people learning the game, I think pregens are fine and are actually helpful. A DM can lean into a player's feeling of agency if the player wants to make their own character; but new players may not have the investment in the game so, and character generation doesn't necessarily build investment (I've seen it discourage players as much as encourage players) and that sort of player will gladly trade a degree of agency for DM guidance/provision. With new players you're going to likely be faced with constant "what can I do for this?" anyway. DMs shouldn't be expected to be teachers, but there are DM styles that strongly lean into facilitating a player's understanding of the game.
In your particular case, keep in mind your pregens are giving players roles, but once the sheet passes to the new player it's their role so don't bake in any expectation for the characters into your game plan. Also, give players the option of bringing in their own characters, and be mindful you need to give those player created roles as much consideration as the batch you built up.
If you were insisting that players use pre-gens despite the players asking to create their own characters, then I might see that as a problem. But if the players like it, I see no problem with it. As MidnightPlat said, it can be very helpful for new players. The original 5e starter set, which included the Lost Mines of Phandalin did include pregenerated characters. When my family first started play, we used the Starter set, and two members of the family took pre-gens, one wanted to create their own. When I ran a table a the local library, if a player was new to D&D, I insisted they use a pre-gen for the first 3 sessions, and then gave them the option of creating a character. (I was using AL modules, so changing characters did not create plot issues).
The starter set pre-gens did have some back stories that tied them in to various aspects of the adventure, which could have been seen as constraining, but also provided some examples of how that aspect of role-playing worked.
All that said, as an experienced player, if a DM said I had to use one of their pre-gens, I would probably opt not to play in that game unless a) there were lots of options for pre-gens (so kudos to you for providing more options that players!) and/or b)everyone else was new and the DM wanted them to start with pre-gens.
You’re fine. As long as everyone is having fun. But I would suggest asking the players if they want to make their own and you can help them if they need/ask for help. Now that they have played a little bit give them an opportunity to learn character building on their own instead of being their crutch.
It isn’t necessarily wrong, it’s just a matter of taste is all. I’m currently in a brief campaign with premade characters, there are 3 of us so the DM designed 5 or 6 characters for us to choose from. They’re all rogues. It’s for a specific campaign idea the DM wanted to pursue. He pitched the idea to us and we were all onboard so he went with it. That’s the ticket there, it’s for a specific campaign idea. There’s nothing wrong with limiting the players’ choices if it fits the campaign idea you’re going for and the players all agree.
There is a hybrid answer. They pick their race/class, and you help build the character. Or you just make all the mechanical decisions. That way they can invest in who they want to play and still not get overwhelmed by it.
I'd do pregens for first time players. It makes things a lot easier since.you can control what classes they're using, allows you to be more intimately familiar with what a character can do etc. When I'm going to do an introductory adventure, I'll do pregenned characters with associated minis for a curated list of classes. I'll explain what each class is like, what their style is and what their strengths & weaknesses are, then let them choose. It frees me to focus more.on helping them rather than learning about their characters.
If they're more experienced, then do what they want. If they want pregens and you're happy to provide them...then sure. What anyone else thinks is pretty irrelevant, to be honest. The game is about what you and your players want and enjoy, not anyone else in the world (and that includes anyone in this thread). All I'd say is consider whether it's the most fun for your players. Good, better and best and all that - I know that for a campaign, I want my character,.not yours, and will enjoy mine much more. if I'm given a pregen that I don't gel with (much more likely than with my own characters), it could cause to drop out after a while. Still, I'm not playing at your table, so that's down to your players. If they prefer pregens...then crack on.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I did something else, once: Descriped each potential character with a backstory, but no race or class or the like. Sort of, here's a guy or girl connected to the plot or story or world or whatever, but you tell me whether it's a warlock, a fighter or a bard.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I did something else, once: Descriped each potential character with a backstory, but no race or class or the like. Sort of, here's a guy or girl connected to the plot or story or world or whatever, but you tell me whether it's a warlock, a fighter or a bard.
Hunh, that's an interesting take. As long as I had some leeway to tweak the backstory (in consultation with the DM), I think I'd find that an interesting approach.
I did something else, once: Descriped each potential character with a backstory, but no race or class or the like. Sort of, here's a guy or girl connected to the plot or story or world or whatever, but you tell me whether it's a warlock, a fighter or a bard.
Hunh, that's an interesting take. As long as I had some leeway to tweak the backstory (in consultation with the DM), I think I'd find that an interesting approach.
It worked quite well in terms of character creation. The main failing was that as a GM, I'm rather pathetically bad at incorporating backstories - even when I designed them myself for that exact purpose - hence that part of the thing fell on it's face. Making it, all in all, a bit irrelevant =D
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
There's nothing wrong or bad in using pregenerated characters in a campaign, multiple published adventures or ruleset actually do.
But iit's another thing to force their use altogether as most players will prefer to actually make their character rather than use pregen since it allow them to build it how they want.
So as an option it's more than fine it can even be crucial for new players, and pregens can always be customized further. But as a default it's not ideal because some players may dislike it and even quite the group.
I once used pre-generated characters and allowed the players to choose from them based on nothing but their portraits. Which were printed on the backs of the character sheets. So they really had no idea what they were getting.
This method was a resounding success and something I will definitely use again.
Different players like different things. Old-timers tend to be less inclined to "build" their characters. Except during play. I find most newcomers tend to be very open to learning the game with pre-generated characters. Somewhere in between there are those who don't seem to like rolling up a character. Those who have a concept for one and that is what they want to play. With no room for negotiation. That can certainly be fun. But I find the more organic growth of a character that comes with the first model or the challenge that comes with role-playing something one is handed at a game con for example to much more rewarding.
To me, your idea is great. 7 choices for 4 players means they should be able to land something they have some interest in. Using session 0 to fine tune backstories and such, you should end up with a party of folks ready to go pretty quickly and not have to worry that someone made a really poor mechanical choice that hinders their character.
On the flip side, I would also be ready to support any who wanted to create something from scratch. In our group, I have done the pre-gen thing as well, in a few world building one shots, to help flesh out details in the main campaign. I have one ready that we will do one day, where they get to play as some of the NPC's they have already dealt with. I look forward to that, as it relly helps tie the players to the world, giving them an alternate perspective of some things that are happening in places they were, but have moved on from.
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So I'm starting a homebrew dnd campaign and when I first started a few of my friends didn't know how to build a character so I made a few characters and they picked numbers corresponding to characters. Those campaigns fizzled and I got creative block. but I just got past it and started building a new campaign and made seven characters for the campaign and the group that I'm playing in (their are 4 of them plus me) have loved it because I have fleshed out the characters with name, races, classes and a bit of a backstory but then from that point it's upto the player to build the characters https://9apps.ooo/
As I said I made seven character for 4 people to choose from so the last person isn't left with only one choice
But I keep running into people who say I shouldn't do it and I'm railroading them into specific classes
Did I do wrong in making the characters myself for my group to choose from?
This is [5E]
I would strongly recommend against this as it will make your job as DMing harder long-term. Players care more about their characters, are more invested in them, and will have a better grasp of their abilities if they have to make the character themselves. By doing it yourself, you are opening yourself up to constant “oh, what can I do for this?” slow play issues, and long, in depth efforts of trying to get them to flesh out their characters within your story.
There’s also issues with taking away their agency, of course. But you already were told that, so I didn’t want to focus on it more.
Different take. I think it's fine; and if people are telling you you're doing it wrong, and they aren't players in your group, don't worry about it.
Pregens (pregenerated characters) are common in one shots and I think even in at least one of the D&D starter or essential kits gives you a batch for players to choose from for mini campaigns that take the party a few levels. For people learning the game, I think pregens are fine and are actually helpful. A DM can lean into a player's feeling of agency if the player wants to make their own character; but new players may not have the investment in the game so, and character generation doesn't necessarily build investment (I've seen it discourage players as much as encourage players) and that sort of player will gladly trade a degree of agency for DM guidance/provision. With new players you're going to likely be faced with constant "what can I do for this?" anyway. DMs shouldn't be expected to be teachers, but there are DM styles that strongly lean into facilitating a player's understanding of the game.
In your particular case, keep in mind your pregens are giving players roles, but once the sheet passes to the new player it's their role so don't bake in any expectation for the characters into your game plan. Also, give players the option of bringing in their own characters, and be mindful you need to give those player created roles as much consideration as the batch you built up.
Jander Sunstar is the thinking person's Drizzt, fight me.
If you were insisting that players use pre-gens despite the players asking to create their own characters, then I might see that as a problem. But if the players like it, I see no problem with it. As MidnightPlat said, it can be very helpful for new players. The original 5e starter set, which included the Lost Mines of Phandalin did include pregenerated characters. When my family first started play, we used the Starter set, and two members of the family took pre-gens, one wanted to create their own. When I ran a table a the local library, if a player was new to D&D, I insisted they use a pre-gen for the first 3 sessions, and then gave them the option of creating a character. (I was using AL modules, so changing characters did not create plot issues).
The starter set pre-gens did have some back stories that tied them in to various aspects of the adventure, which could have been seen as constraining, but also provided some examples of how that aspect of role-playing worked.
All that said, as an experienced player, if a DM said I had to use one of their pre-gens, I would probably opt not to play in that game unless a) there were lots of options for pre-gens (so kudos to you for providing more options that players!) and/or b)everyone else was new and the DM wanted them to start with pre-gens.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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You’re fine. As long as everyone is having fun. But I would suggest asking the players if they want to make their own and you can help them if they need/ask for help. Now that they have played a little bit give them an opportunity to learn character building on their own instead of being their crutch.
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People do pre-gen characters with new/inexperienced players all the time. You're fine.
It isn’t necessarily wrong, it’s just a matter of taste is all. I’m currently in a brief campaign with premade characters, there are 3 of us so the DM designed 5 or 6 characters for us to choose from. They’re all rogues. It’s for a specific campaign idea the DM wanted to pursue. He pitched the idea to us and we were all onboard so he went with it. That’s the ticket there, it’s for a specific campaign idea. There’s nothing wrong with limiting the players’ choices if it fits the campaign idea you’re going for and the players all agree.
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There is a hybrid answer. They pick their race/class, and you help build the character. Or you just make all the mechanical decisions. That way they can invest in who they want to play and still not get overwhelmed by it.
I'd do pregens for first time players. It makes things a lot easier since.you can control what classes they're using, allows you to be more intimately familiar with what a character can do etc. When I'm going to do an introductory adventure, I'll do pregenned characters with associated minis for a curated list of classes. I'll explain what each class is like, what their style is and what their strengths & weaknesses are, then let them choose. It frees me to focus more.on helping them rather than learning about their characters.
If they're more experienced, then do what they want. If they want pregens and you're happy to provide them...then sure. What anyone else thinks is pretty irrelevant, to be honest. The game is about what you and your players want and enjoy, not anyone else in the world (and that includes anyone in this thread). All I'd say is consider whether it's the most fun for your players. Good, better and best and all that - I know that for a campaign, I want my character,.not yours, and will enjoy mine much more. if I'm given a pregen that I don't gel with (much more likely than with my own characters), it could cause to drop out after a while. Still, I'm not playing at your table, so that's down to your players. If they prefer pregens...then crack on.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I did something else, once: Descriped each potential character with a backstory, but no race or class or the like. Sort of, here's a guy or girl connected to the plot or story or world or whatever, but you tell me whether it's a warlock, a fighter or a bard.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Hunh, that's an interesting take. As long as I had some leeway to tweak the backstory (in consultation with the DM), I think I'd find that an interesting approach.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
It worked quite well in terms of character creation. The main failing was that as a GM, I'm rather pathetically bad at incorporating backstories - even when I designed them myself for that exact purpose - hence that part of the thing fell on it's face. Making it, all in all, a bit irrelevant =D
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
There's nothing wrong or bad in using pregenerated characters in a campaign, multiple published adventures or ruleset actually do.
But iit's another thing to force their use altogether as most players will prefer to actually make their character rather than use pregen since it allow them to build it how they want.
So as an option it's more than fine it can even be crucial for new players, and pregens can always be customized further. But as a default it's not ideal because some players may dislike it and even quite the group.
I once used pre-generated characters and allowed the players to choose from them based on nothing but their portraits. Which were printed on the backs of the character sheets. So they really had no idea what they were getting.
This method was a resounding success and something I will definitely use again.
Different players like different things. Old-timers tend to be less inclined to "build" their characters. Except during play. I find most newcomers tend to be very open to learning the game with pre-generated characters. Somewhere in between there are those who don't seem to like rolling up a character. Those who have a concept for one and that is what they want to play. With no room for negotiation. That can certainly be fun. But I find the more organic growth of a character that comes with the first model or the challenge that comes with role-playing something one is handed at a game con for example to much more rewarding.
To me, your idea is great. 7 choices for 4 players means they should be able to land something they have some interest in. Using session 0 to fine tune backstories and such, you should end up with a party of folks ready to go pretty quickly and not have to worry that someone made a really poor mechanical choice that hinders their character.
On the flip side, I would also be ready to support any who wanted to create something from scratch. In our group, I have done the pre-gen thing as well, in a few world building one shots, to help flesh out details in the main campaign. I have one ready that we will do one day, where they get to play as some of the NPC's they have already dealt with. I look forward to that, as it relly helps tie the players to the world, giving them an alternate perspective of some things that are happening in places they were, but have moved on from.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.