So here's something I've been wondering, and I would like everyone's input on this.
You know how pre-generated characters are a thing in the event that a person has no idea what they want to make or even how? I consider myself to be an amateur writer (as well as a rather imaginative person who can't seem to stop coming up with ideas for character concepts) and was kinda thinking of perhaps GMing a campaign with very specific kinds of character concepts involved... character concepts that I made in my spare time... some of them good-aligned, some of them evil-aligned. I also wanted to pose this question for the DMs out there who have admittedly very specific ideas of what kinds of PCs want to be involved in their campaign.
For those worried that this will result in railroading, the players will have the same kinds of freedoms as in a normal DnD game, expect they will be involved in a "character select" stage instead of a "character creation" stage.
To help answer this question, I provided a poll, but I would really appreciate it if you would leave a post giving a detailed explanation for your answer and the reasoning behind it.
Pregenerated characters are ok for “guests” and maybe for “reserve” or fill in characters. But, having them in the Starter Set was a mistake. Essentials corrected it, because pregenerated characters inhibit learning the game/system.
The concept that the players have ANY actual agency in choosing a sheet of stats and words is facetious. DM might as well just play with themselves. Players lose choice in attributes, classes, races, backstory, background, equipment, heck pretty much everything that MAKES a character a character.
I voted that I prefer to create my own character's but let me clarify as well that I see nothing wrong with the DM imposing restrictions on what does or does not fit for their game. By example, not all of us are a fan of all things Eberron, and while I've come around on a few things, I have a real problem with War Forged PC's. I'd also say that if it's a short adventure of maybe 2 or 3 levels, I wouldn't have problems with playing a Pre-Gen character, if I was maybe allowed to alter a few cosmetic things. I'm actually coming back to D&D after a 3 year hiatus from 4th edition, and for me a recent set of sessions was all about knocking the rust off.
I think for testing, learning, etc., it is fine.That's why they do it in the Starter Kit.
But for a long-term campaign? No, I wouldn't like it. Either as a player *or* as a DM. Half the fun of DMing is seeing what cool concepts the players come up with that I never would. The power of the group for creativity is much greater than anything one person could manage alone.
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
One of the most fun aspects of the game is to create your own character and flesh it out. That's fun for me.
If your players are fine with you giving them pre generated characters and they are all fine with that then do it. That's all that matters. But... Hehe. If one of those players decides they want to make their own and you say yes then other players will wonder why that one person who got to make their own character is so special.
So do what feels right. Your the DM. You make the rules. Have fun with it.
I think it's great for a one-shot-- it can let players take on a character that might be different from their usual, and they still get to make that character their own by how they play them, or it can be a great way to introduce a beginner to gaming, and then after they've had some experience jumping right on in and playing a one-shot with a pre-made character, they'll be able to roll up the character they want to create for a longer campaign.
Times I think a DM having a set of pre-rolled characters for their players to choose from is a particularly good idea:
-You're planning on running a one-shot in the gaming room at a convention where you don't expect everyone to show up with character sheets. People who did bring their own might have a choice, or you might have a party composed that's optimal for the game you're running and you'll still find people who are cool with that because they really just want to play.
-Introducing newbies who find the character creation process a little daunting. They can familiarize themselves with things a little and jump right in, if the idea of starting things off with math is scary.
-There's a one-shot that tells a very specific story-- a courtly intrigue/mystery in particular, or something where the characters aren't strangers as they start out and need a specific background.
In every case, the players still have the freedom to look at their race/class/stats and any bits of backstory they might be given and then create a personality, make it their own for the ride, but if they don't have a plan of their own when they come to the table, it never hurts to have a couple different types of character on hand that they can try their hand at.
I'm fine with the DM creating the characters if he has a good reason. As have been said before, it is more likely to be in short campaigns or one shots.
If I were you, I would rather pitch your concepts to the players. The thing is, in the end it's going to be the player's character, not yours. That means that his very cool backstory, excellent concept etc, doesn't mean anything if the player doesn't have it under his skin. Rather than completely prefabricate them, I would have talked with the players and worked/reworked the concepts with the players, making sure the player got "ownership" of the character.
I think for a one-off or learning session it’s a great idea to allow the players to pick a trope and see if they like a class before committing.
The way you have worded it in this case though, makes me think it could be un-fun. If these are characters you’re invested in but the players control, how will you feel/react when they’re playing them “wrong”? If the devious rogue becomes charitable and trustworthy, and the proud barbarian is a calculating coward, will you be tempted to “correct” them? My guess is that would be a real turn-off for the players. Instead, use your writing skills to make well-rounded NPCs, maybe even a rival gang of adventurers?
This is something I did with my brothers when I DMed Lost mines of phindelver. I can be very entertaining to see how my brothers either stick with their characters or go in a completely different direction with them, while sticking to what is written.
I feel that the whole purpose of a role playing game is to express yourself through your character. And it seems to me that it would be hard to do so with a character that you do not feel connected to. It would be like wearing someone else's clothes that don't fit you. Maybe it's just me, but I like to delve deep into my character's backstory, and motivations, and temperament, and I like to do the voice. I like the RP aspect at least as much as the combat, if not more.
But... that being said... pre-gen characters are not entirely without merit. They are a great way to introduce brand new players into the game, by letting them sit down and get right into the action without first having to go through the drawn out creation process.
If I were handed a table of newbs at the last minute, I would hand them each a pre-gen. Other than that... a player deserves their own character.
Rollback Post to RevisionRollBack
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
I feel that the whole purpose of a role playing game is to express yourself through your character. And it seems to me that it would be hard to do so with a character that you do not feel connected to. It would be like wearing someone else's clothes that don't fit you. Maybe it's just me, but I like to delve deep into my character's backstory, and motivations, and temperament, and I like to do the voice. I like the RP aspect at least as much as the combat, if not more.
But... that being said... pre-gen characters are not entirely without merit. They are a great way to introduce brand new players into the game, by letting them sit down and get right into the action without first having to go through the drawn out creation process.
If I were handed a table of newbs at the last minute, I would hand them each a pre-gen. Other than that... a player deserves their own character.
What's funny, one of my brothers picked the Lawful Neutral Human Noble Fighter for lost mines of phindelver, still wanted to do campaigns with that character. his character started off as the butt of the joke, but after a couple of sessions is starting a monster arm to keep Phindalin safe; while he goes off adventuring
90% of the time I want the players to develop PCs that fit the theme and setting I lay out.
The other 10% are new players in my school club and I create dozens of generic characters (race, class, subclass and level) and have the players provide embellishing details.
I think that what the OP is suggesting would be a slippery slope to heavy handed railroading, because the characters are not the players but the DMs. Does that make sense?
It's an interesting discussion and it really has no right or wrong answer. Much of it depends on personal preference of the players involved. But a cool DM concept can override it to great effectiveness. Let me explain.
Many years ago, our DM sat us down for a new campaign and said "Take this character sheet and create a monster that you fear the most - it can be anything - mythological, historical, fantasy, sci/fi, old monster movies or completely out of your imagination - the sky's the limit and you pick the stats and powers." So we dutifully, and somewhat sheepishly, created some pretty horrific monsters. Our DM said "hand me your sheets" as if he were going to review them. So we did. Then he walked around the table and handed us each a sheet that he made. It was ourselves, translated into the game system, based on the perceptions of our DM. So - we each had a character sheet representing our real-life stats and skills. We learned, quickly, that we were playing ourselves and were each being hunted by the monster we created. It was a blast.
Now, end of day, I still prefer to make my own character and as a DM, I prefer that each of my players create their own as well. But in my current setting, I'm lead DM for a game at the local library with 15-20 players (we split into 3 tables and all play in the same world). I encourage them to create their own, but I also have about 20-30 pregens on hand. Because I've found that at least 20% of them want to get right into the action and have very little desire to roll their own.
So to answer your survey, I'd actually pick three answers: 1. Yes, it helps me refine my roleplaying skills, 2. It depends on the story the DM wants to tell, really and 3. No, I want to create my own characters (generally)
So here's something I've been wondering, and I would like everyone's input on this.
You know how pre-generated characters are a thing in the event that a person has no idea what they want to make or even how? I consider myself to be an amateur writer (as well as a rather imaginative person who can't seem to stop coming up with ideas for character concepts) and was kinda thinking of perhaps GMing a campaign with very specific kinds of character concepts involved... character concepts that I made in my spare time... some of them good-aligned, some of them evil-aligned. I also wanted to pose this question for the DMs out there who have admittedly very specific ideas of what kinds of PCs want to be involved in their campaign.
For those worried that this will result in railroading, the players will have the same kinds of freedoms as in a normal DnD game, expect they will be involved in a "character select" stage instead of a "character creation" stage.
To help answer this question, I provided a poll, but I would really appreciate it if you would leave a post giving a detailed explanation for your answer and the reasoning behind it.
Just no.
Pregenerated characters are ok for “guests” and maybe for “reserve” or fill in characters. But, having them in the Starter Set was a mistake. Essentials corrected it, because pregenerated characters inhibit learning the game/system.
The concept that the players have ANY actual agency in choosing a sheet of stats and words is facetious. DM might as well just play with themselves. Players lose choice in attributes, classes, races, backstory, background, equipment, heck pretty much everything that MAKES a character a character.
I voted that I prefer to create my own character's but let me clarify as well that I see nothing wrong with the DM imposing restrictions on what does or does not fit for their game. By example, not all of us are a fan of all things Eberron, and while I've come around on a few things, I have a real problem with War Forged PC's. I'd also say that if it's a short adventure of maybe 2 or 3 levels, I wouldn't have problems with playing a Pre-Gen character, if I was maybe allowed to alter a few cosmetic things. I'm actually coming back to D&D after a 3 year hiatus from 4th edition, and for me a recent set of sessions was all about knocking the rust off.
OPTION NOT REFLECTED:
Its great for introducing the game to a bunch of beginners or new players.
Blank
I think for testing, learning, etc., it is fine.That's why they do it in the Starter Kit.
But for a long-term campaign? No, I wouldn't like it. Either as a player *or* as a DM. Half the fun of DMing is seeing what cool concepts the players come up with that I never would. The power of the group for creativity is much greater than anything one person could manage alone.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
One of the most fun aspects of the game is to create your own character and flesh it out. That's fun for me.
If your players are fine with you giving them pre generated characters and they are all fine with that then do it. That's all that matters. But... Hehe. If one of those players decides they want to make their own and you say yes then other players will wonder why that one person who got to make their own character is so special.
So do what feels right. Your the DM. You make the rules. Have fun with it.
I think it's great for a one-shot-- it can let players take on a character that might be different from their usual, and they still get to make that character their own by how they play them, or it can be a great way to introduce a beginner to gaming, and then after they've had some experience jumping right on in and playing a one-shot with a pre-made character, they'll be able to roll up the character they want to create for a longer campaign.
Times I think a DM having a set of pre-rolled characters for their players to choose from is a particularly good idea:
-You're planning on running a one-shot in the gaming room at a convention where you don't expect everyone to show up with character sheets. People who did bring their own might have a choice, or you might have a party composed that's optimal for the game you're running and you'll still find people who are cool with that because they really just want to play.
-Introducing newbies who find the character creation process a little daunting. They can familiarize themselves with things a little and jump right in, if the idea of starting things off with math is scary.
-There's a one-shot that tells a very specific story-- a courtly intrigue/mystery in particular, or something where the characters aren't strangers as they start out and need a specific background.
In every case, the players still have the freedom to look at their race/class/stats and any bits of backstory they might be given and then create a personality, make it their own for the ride, but if they don't have a plan of their own when they come to the table, it never hurts to have a couple different types of character on hand that they can try their hand at.
I'm fine with the DM creating the characters if he has a good reason. As have been said before, it is more likely to be in short campaigns or one shots.
If I were you, I would rather pitch your concepts to the players. The thing is, in the end it's going to be the player's character, not yours. That means that his very cool backstory, excellent concept etc, doesn't mean anything if the player doesn't have it under his skin. Rather than completely prefabricate them, I would have talked with the players and worked/reworked the concepts with the players, making sure the player got "ownership" of the character.
Ludo ergo sum!
I think for a one-off or learning session it’s a great idea to allow the players to pick a trope and see if they like a class before committing.
The way you have worded it in this case though, makes me think it could be un-fun. If these are characters you’re invested in but the players control, how will you feel/react when they’re playing them “wrong”? If the devious rogue becomes charitable and trustworthy, and the proud barbarian is a calculating coward, will you be tempted to “correct” them? My guess is that would be a real turn-off for the players. Instead, use your writing skills to make well-rounded NPCs, maybe even a rival gang of adventurers?
This is something I did with my brothers when I DMed Lost mines of phindelver. I can be very entertaining to see how my brothers either stick with their characters or go in a completely different direction with them, while sticking to what is written.
I feel that the whole purpose of a role playing game is to express yourself through your character. And it seems to me that it would be hard to do so with a character that you do not feel connected to. It would be like wearing someone else's clothes that don't fit you. Maybe it's just me, but I like to delve deep into my character's backstory, and motivations, and temperament, and I like to do the voice. I like the RP aspect at least as much as the combat, if not more.
But... that being said... pre-gen characters are not entirely without merit. They are a great way to introduce brand new players into the game, by letting them sit down and get right into the action without first having to go through the drawn out creation process.
If I were handed a table of newbs at the last minute, I would hand them each a pre-gen. Other than that... a player deserves their own character.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
What's funny, one of my brothers picked the Lawful Neutral Human Noble Fighter for lost mines of phindelver, still wanted to do campaigns with that character. his character started off as the butt of the joke, but after a couple of sessions is starting a monster arm to keep Phindalin safe; while he goes off adventuring
OPTION NOT REFLECTED
90% of the time I want the players to develop PCs that fit the theme and setting I lay out.
The other 10% are new players in my school club and I create dozens of generic characters (race, class, subclass and level) and have the players provide embellishing details.
I think that what the OP is suggesting would be a slippery slope to heavy handed railroading, because the characters are not the players but the DMs. Does that make sense?
It's an interesting discussion and it really has no right or wrong answer. Much of it depends on personal preference of the players involved. But a cool DM concept can override it to great effectiveness. Let me explain.
Many years ago, our DM sat us down for a new campaign and said "Take this character sheet and create a monster that you fear the most - it can be anything - mythological, historical, fantasy, sci/fi, old monster movies or completely out of your imagination - the sky's the limit and you pick the stats and powers." So we dutifully, and somewhat sheepishly, created some pretty horrific monsters. Our DM said "hand me your sheets" as if he were going to review them. So we did. Then he walked around the table and handed us each a sheet that he made. It was ourselves, translated into the game system, based on the perceptions of our DM. So - we each had a character sheet representing our real-life stats and skills. We learned, quickly, that we were playing ourselves and were each being hunted by the monster we created. It was a blast.
Now, end of day, I still prefer to make my own character and as a DM, I prefer that each of my players create their own as well. But in my current setting, I'm lead DM for a game at the local library with 15-20 players (we split into 3 tables and all play in the same world). I encourage them to create their own, but I also have about 20-30 pregens on hand. Because I've found that at least 20% of them want to get right into the action and have very little desire to roll their own.
So to answer your survey, I'd actually pick three answers: 1. Yes, it helps me refine my roleplaying skills, 2. It depends on the story the DM wants to tell, really and 3. No, I want to create my own characters (generally)