So I'm about to start a new campaign (level 1) and I'm interested in playing a very odd type of character. Basically he's an adventurer from the DND who knows he's in a game. I know, that sounds like a terrible idea, but hear me out.
The whole gimmick is he's never been important before, but he's very observant, allowing him to figure out over time he's in game. This doesn't give him any special powers other than to know the "truth", but of course nobody believes him. He's not constantly talking to the DM and me, trying to cheat the rules with meta knowledge. It's more like he's talking to the gods like any cleric or warlock might, except instead of all the normal ones people know about, he's begging some guy named Zack to roll better or cheering for something called a Nat 20 instead of divine smite. He'd use his great knowledge, but limited powers to try to protect the world from collapsing by anyone discovering and taking advantage of this truth.
What I'm looking for are suggestions on what class would make this type of build the most interesting. Like a Lore Bard who has gathered so much knowledge about stories, he's able to see through the campaign storylines, or a divination wizard who's learned to manipulate fate to the smallest degree, a cleric of any kind, and so on. How would you suggest putting together such a character?
Honestly, you gotta specify, the character concept is pretty broad and fits for nearly every class in the game. What are his motives other than protecting the truth? What type of setting is he in and how broad is his knowledge. Is he possibly interpreting some information wrong due to his lack of context? Like he imagines himself to be like a pawn on a board when in reality he’s literally being played out by you.
Also, run this by your group first. If people are mostly just looking to play around in the fantasy sandbox they'll probably be fine, but if the rest of the group is expecting some more grounded storytelling and roleplay they might not be amused by you pulling a Deadpool all the time.
He'd use his great knowledge, but limited powers to try to protect the world from collapsing by anyone discovering and taking advantage of this truth.
Why?
Why would someone who knows he's just a character in a game care whether the "world" (which he knows isn't "the real world") collapses?
That's really the first question you need to answer if you want this to be more than a one-joke character. And it's a tough one, because all the usual answers (wants to protect his family, swore an oath to defend the kingdom etc.) kind of fall apart once they run up against the whole "knows they aren't real either" thing
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator (Assassin rogue) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
So I'm about to start a new campaign (level 1) and I'm interested in playing a very odd type of character. Basically he's an adventurer from the DND who knows he's in a game. I know, that sounds like a terrible idea, but hear me out.
The whole gimmick is he's never been important before, but he's very observant, allowing him to figure out over time he's in game. This doesn't give him any special powers other than to know the "truth", but of course nobody believes him. He's not constantly talking to the DM and me, trying to cheat the rules with meta knowledge. It's more like he's talking to the gods like any cleric or warlock might, except instead of all the normal ones people know about, he's begging some guy named Zack to roll better or cheering for something called a Nat 20 instead of divine smite. He'd use his great knowledge, but limited powers to try to protect the world from collapsing by anyone discovering and taking advantage of this truth.
What I'm looking for are suggestions on what class would make this type of build the most interesting. Like a Lore Bard who has gathered so much knowledge about stories, he's able to see through the campaign storylines, or a divination wizard who's learned to manipulate fate to the smallest degree, a cleric of any kind, and so on. How would you suggest putting together such a character?
Old one warlock. During a session I was playing an NPC having to guide the PCs around, but the DM never briefed me ahead of time of what I was supposed to be doing..... despite me asking a week in advance....
So at once point the DMs were getting long and slow, and it was stalling the game. So I just started talking to the DM in voice, and he kept sending me messages in Discord. And this exchange was hilarious because its my warlock arguing with the sky, because I legit had no idea what I was supposed to do, and he was talking like I was supposed to know already.....And this became a running gag for the rest of that leg of the adventure.
So taking a suggestion from a shorts about a player and his girlfriend playing a Venom type character, and the girlfriend was talking to him through an earpiece on his phone, while everyone else was in person. And he has to talk out loud to communicate, creating that one sided conversation.
So the elevator pitch is a Warlock recruited on behalf of the Patron to try and fix the DM's mistake in writing the adventure, and your player is talking to the DM via a side channel the other players can't hear. The DM plays the game straight, and its the patron trying to change things..... either through warning things to avoid or point out things to accomplish, in order to set conditions that help the players toward the end of the adventure. But not all of it has an impact, as the DM should mix in easter eggs for fun. Remember.... the Patron is NOT the DM in this scenario; so they have different amounts of knowledge.
And if you know World of IO, you should know about carver. Hes pretty much the base idea of player with intricate knowledge of how the world works mechanically, but without the 4th wall breaks......sans the occasional "cursing a cruel god".
So I'm about to start a new campaign (level 1) and I'm interested in playing a very odd type of character. Basically he's an adventurer from the DND who knows he's in a game. I know, that sounds like a terrible idea, but hear me out.
The whole gimmick is he's never been important before, but he's very observant, allowing him to figure out over time he's in game. This doesn't give him any special powers other than to know the "truth", but of course nobody believes him. He's not constantly talking to the DM and me, trying to cheat the rules with meta knowledge. It's more like he's talking to the gods like any cleric or warlock might, except instead of all the normal ones people know about, he's begging some guy named Zack to roll better or cheering for something called a Nat 20 instead of divine smite. He'd use his great knowledge, but limited powers to try to protect the world from collapsing by anyone discovering and taking advantage of this truth.
What I'm looking for are suggestions on what class would make this type of build the most interesting. Like a Lore Bard who has gathered so much knowledge about stories, he's able to see through the campaign storylines, or a divination wizard who's learned to manipulate fate to the smallest degree, a cleric of any kind, and so on. How would you suggest putting together such a character?
Honestly, you gotta specify, the character concept is pretty broad and fits for nearly every class in the game. What are his motives other than protecting the truth? What type of setting is he in and how broad is his knowledge. Is he possibly interpreting some information wrong due to his lack of context? Like he imagines himself to be like a pawn on a board when in reality he’s literally being played out by you.
Also, run this by your group first. If people are mostly just looking to play around in the fantasy sandbox they'll probably be fine, but if the rest of the group is expecting some more grounded storytelling and roleplay they might not be amused by you pulling a Deadpool all the time.
Why?
Why would someone who knows he's just a character in a game care whether the "world" (which he knows isn't "the real world") collapses?
That's really the first question you need to answer if you want this to be more than a one-joke character. And it's a tough one, because all the usual answers (wants to protect his family, swore an oath to defend the kingdom etc.) kind of fall apart once they run up against the whole "knows they aren't real either" thing
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator (Assassin rogue)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Old one warlock. During a session I was playing an NPC having to guide the PCs around, but the DM never briefed me ahead of time of what I was supposed to be doing..... despite me asking a week in advance....
So at once point the DMs were getting long and slow, and it was stalling the game. So I just started talking to the DM in voice, and he kept sending me messages in Discord. And this exchange was hilarious because its my warlock arguing with the sky, because I legit had no idea what I was supposed to do, and he was talking like I was supposed to know already.....And this became a running gag for the rest of that leg of the adventure.
So taking a suggestion from a shorts about a player and his girlfriend playing a Venom type character, and the girlfriend was talking to him through an earpiece on his phone, while everyone else was in person. And he has to talk out loud to communicate, creating that one sided conversation.
So the elevator pitch is a Warlock recruited on behalf of the Patron to try and fix the DM's mistake in writing the adventure, and your player is talking to the DM via a side channel the other players can't hear. The DM plays the game straight, and its the patron trying to change things..... either through warning things to avoid or point out things to accomplish, in order to set conditions that help the players toward the end of the adventure. But not all of it has an impact, as the DM should mix in easter eggs for fun. Remember.... the Patron is NOT the DM in this scenario; so they have different amounts of knowledge.
And if you know World of IO, you should know about carver. Hes pretty much the base idea of player with intricate knowledge of how the world works mechanically, but without the 4th wall breaks......sans the occasional "cursing a cruel god".