I've been playing dnd for around 3 years now, most of the characters I've made are very friendly and outgoing or have high charisma stats. Aside from it being fun, it's mostly because in my first two groups most of the players were only interested in playing edgy lone wolves, so I'd have my character be the sociable friendly one so that all our interactions didn't end in combat (they threatened people a lot). It's a trend in my characters that followed into some of my other campaigns since it was something I knew how to do and I was always kind of nervous that if I did anything different I'd end up like my first group's players.
Recently though I've gotten more confident in my roleplaying abilities and wanted to try something new since I've been getting bored of following the same format, leading to my question here if it's possible to play a gruff character without becoming 'that guy'.
I know that the title might give off the wrong idea so I wanna clarify a bit: I don't mean a character who's an uncooperative jerk that runs off from the party to do his own thing because he thinks it's more important, or one who hates teamwork and ruins whatever the party's trying to do to further the story, or one who messes things over because he needs his character to look badass and aura farm or anything like that. I just mean like, a character who's a bit more cautious than most or is very no-nonsense. I've played with and read a few horror stories about players like the former description so I have an idea on how to not be the worst player of all time.
So, is it possible to play a character like this, or should I just avoid it altogether? I could always make characters with different personalities, but I guess this one specifically is a bit of an itch I wanna scratch.
Absolutely. As long as they aren't going to make everyone else do everything for the party (as in, they have a role to play and will do so for the benefit of the party), and they aren't out starting fights or bringing the party down, it should work.
I played a character like this. Saw herself as a common thug on the streets. Every time she was out with a group (Westmarches-style server character, so different characters) she saw her role as hired muscle. But despite only being in it for her own interests, she wouldn't even consider betraying a party. One thought dominated that line of thinking: "If I betray the people I'm working with, I'll never find anyone willing to help me again as soon as word gets out."
I've played cowards a lot (well, relatively), and that works just fine. But it does tend to become comic relief. And it needs to be tempered by loyalty. Alone, my rogue would always flee rather than fight, but when the group fights, he will too.
For a more cautious character - rather than actually craven - a sort of gruff, experienced veteran type could work just fine. 'This is a crappy plan, and it won't end well for any of you - but I guess it's your funeral. I'll see how many of you I can save!'
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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've played cowards a lot (well, relatively), and that works just fine. But it does tend to become comic relief. And it needs to be tempered by loyalty. Alone, my rogue would always flee rather than fight, but when the group fights, he will too.
For a more cautious character - rather than actually craven - a sort of gruff, experienced veteran type could work just fine. 'This is a crappy plan, and it won't end well for any of you - but I guess it's your funeral. I'll see how many of you I can save!'
I played an old Dwarven Cleric who was a military veteran of several wars. He was gruff, grouchy, and his most common response to party injuries was "rub some dirt in it". But when the party was in trouble, he would do everything in his power to help, even if he was swearing under his breath the whole time. It was a great character, and worked well at the table. So yes, you can play a gruff character, so long as the character's personality doesn't undermine the party.
IMO any character can work as long as they have: a strong motivation to work with the party, and a clear motivation to go on adventures. Those motivations should overrule any anti-social tendencies of the character. E.g. I have a super selfish revenge driven anti-hero character, but he's got back-story bonds (infatuation with one, and was saved by another) to two of the other party members, and he's a compulsive consumer so is always in need of money. I had another who was an angsty criminal-minded ex-pirate but she was also terrified of being alone, and a thrill-seeker.
You can play a character who's a bit more cautious than most or is very no-nonsense, or any other qualities really, as long as it doesn't cause disruption or become constant distraction in the party to the point of affecting the fun and game-play experience of others.
A good thing to do if you have doubts is to ask the party if they'd be okay with such character in advance as i believe not every type fit every table.
The most important thing to keep in mind when playing an antisocial loner type is "how does this character justify being a team player?"
I ran a warlock a few years back who ended up being a party favorite because she was trying to be a brooding loner, but she was really bratty and immature who I'd roleplay as being dragged kicking and screaming by the party (while absolutely refusing to ever actually go off by herself) and making it obvious to the other PCs that all her behavior was completely performative.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I would add that ... propably any such character needs a little more meat on the bone. Gruff or angsty is fine, but it likely doesn't work on it's own. Needs ... nuance or counterpoint of some type =)
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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.
Absolutely possible to play a character who's a little more gruff and cautious. For inspiration, consider Logen Ninefingers from the First Law series by Joe Abercrombie. In the first book, he's a reluctant participant in the central "quest," but what he lacks in enthusiasm and people skills, he makes up for in skill and preparation. The entire party's success hinges around his practical knowledge and experience, even though he speaks very little and is deeply awkward when he does.
Consider WHY your character is not an immediate team player. Oftentimes, a character who is gruff or standoffish behaves that way because they've lived a life where they expect relationships to be short-lived and transactional. If you grew up an orphan, you might not immediately trust your companions not to betray you, so you play your cards close to the vest. Over time, as they demonstrate trustworthiness, you might open up to them, and ultimately become fiercely loyal. If you're a veteran mercenary, you may know better than to open up to people who will probably end up dead, so you keep your head down and focus on getting the job done. But as your companions continue to live through adventures, you start telling old war stories around the fire. Maybe you're just an awkward weirdo, and every time you open your mouth, you embarrass yourself. But as everybody starts to warm up to you, your strange non-sequiturs take on a kind of "in-joke" charm.
Just remember that, while nobody wants to be friends with an a-hole, the reverse is also true. Your character will eventually bond with the team; if they don't, then you're not playing a gruff loner, you're playing an a-hole. Let those bonds form organically, and let them form at whatever pace you feel fits your character, but as they form, the nature of your relationship will need to change. Your character might remain gruff and distant to the rest of the world, but the people they adventure with will slowly become family, just like your table slowly becomes your family. As long as you allow your relationships to change, your character will become as valuable and beloved as any other character at the table.
my character is usually surrounded by gaggle of short idiots so I usually have to push them away from burning down the town and have to be the only cautios one or else we would run off a cliff so yeah i think you can play as a gruff character.
I would argue that Raistlin is perhaps the angstiest of angsty examples (he's such a sad boi he tried to subsume the goddess of evil and end existence), but I guess he didn't exactly play well with the team at the end of the day.
But then... Tasslehoff...
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I've been playing dnd for around 3 years now, most of the characters I've made are very friendly and outgoing or have high charisma stats. Aside from it being fun, it's mostly because in my first two groups most of the players were only interested in playing edgy lone wolves, so I'd have my character be the sociable friendly one so that all our interactions didn't end in combat (they threatened people a lot). It's a trend in my characters that followed into some of my other campaigns since it was something I knew how to do and I was always kind of nervous that if I did anything different I'd end up like my first group's players.
Recently though I've gotten more confident in my roleplaying abilities and wanted to try something new since I've been getting bored of following the same format, leading to my question here if it's possible to play a gruff character without becoming 'that guy'.
I know that the title might give off the wrong idea so I wanna clarify a bit: I don't mean a character who's an uncooperative jerk that runs off from the party to do his own thing because he thinks it's more important, or one who hates teamwork and ruins whatever the party's trying to do to further the story, or one who messes things over because he needs his character to look badass and aura farm or anything like that. I just mean like, a character who's a bit more cautious than most or is very no-nonsense. I've played with and read a few horror stories about players like the former description so I have an idea on how to not be the worst player of all time.
So, is it possible to play a character like this, or should I just avoid it altogether? I could always make characters with different personalities, but I guess this one specifically is a bit of an itch I wanna scratch.
(Sorry for the long explanation!)
Absolutely. As long as they aren't going to make everyone else do everything for the party (as in, they have a role to play and will do so for the benefit of the party), and they aren't out starting fights or bringing the party down, it should work.
I played a character like this. Saw herself as a common thug on the streets. Every time she was out with a group (Westmarches-style server character, so different characters) she saw her role as hired muscle. But despite only being in it for her own interests, she wouldn't even consider betraying a party. One thought dominated that line of thinking: "If I betray the people I'm working with, I'll never find anyone willing to help me again as soon as word gets out."
I've played cowards a lot (well, relatively), and that works just fine. But it does tend to become comic relief. And it needs to be tempered by loyalty. Alone, my rogue would always flee rather than fight, but when the group fights, he will too.
For a more cautious character - rather than actually craven - a sort of gruff, experienced veteran type could work just fine. 'This is a crappy plan, and it won't end well for any of you - but I guess it's your funeral. I'll see how many of you I can save!'
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 played an old Dwarven Cleric who was a military veteran of several wars. He was gruff, grouchy, and his most common response to party injuries was "rub some dirt in it". But when the party was in trouble, he would do everything in his power to help, even if he was swearing under his breath the whole time. It was a great character, and worked well at the table. So yes, you can play a gruff character, so long as the character's personality doesn't undermine the party.
IMO any character can work as long as they have: a strong motivation to work with the party, and a clear motivation to go on adventures. Those motivations should overrule any anti-social tendencies of the character. E.g. I have a super selfish revenge driven anti-hero character, but he's got back-story bonds (infatuation with one, and was saved by another) to two of the other party members, and he's a compulsive consumer so is always in need of money. I had another who was an angsty criminal-minded ex-pirate but she was also terrified of being alone, and a thrill-seeker.
You can play a character who's a bit more cautious than most or is very no-nonsense, or any other qualities really, as long as it doesn't cause disruption or become constant distraction in the party to the point of affecting the fun and game-play experience of others.
A good thing to do if you have doubts is to ask the party if they'd be okay with such character in advance as i believe not every type fit every table.
The most important thing to keep in mind when playing an antisocial loner type is "how does this character justify being a team player?"
I ran a warlock a few years back who ended up being a party favorite because she was trying to be a brooding loner, but she was really bratty and immature who I'd roleplay as being dragged kicking and screaming by the party (while absolutely refusing to ever actually go off by herself) and making it obvious to the other PCs that all her behavior was completely performative.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I would add that ... propably any such character needs a little more meat on the bone. Gruff or angsty is fine, but it likely doesn't work on it's own. Needs ... nuance or counterpoint of some type =)
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.
Absolutely possible to play a character who's a little more gruff and cautious. For inspiration, consider Logen Ninefingers from the First Law series by Joe Abercrombie. In the first book, he's a reluctant participant in the central "quest," but what he lacks in enthusiasm and people skills, he makes up for in skill and preparation. The entire party's success hinges around his practical knowledge and experience, even though he speaks very little and is deeply awkward when he does.
Consider WHY your character is not an immediate team player. Oftentimes, a character who is gruff or standoffish behaves that way because they've lived a life where they expect relationships to be short-lived and transactional. If you grew up an orphan, you might not immediately trust your companions not to betray you, so you play your cards close to the vest. Over time, as they demonstrate trustworthiness, you might open up to them, and ultimately become fiercely loyal. If you're a veteran mercenary, you may know better than to open up to people who will probably end up dead, so you keep your head down and focus on getting the job done. But as your companions continue to live through adventures, you start telling old war stories around the fire. Maybe you're just an awkward weirdo, and every time you open your mouth, you embarrass yourself. But as everybody starts to warm up to you, your strange non-sequiturs take on a kind of "in-joke" charm.
Just remember that, while nobody wants to be friends with an a-hole, the reverse is also true. Your character will eventually bond with the team; if they don't, then you're not playing a gruff loner, you're playing an a-hole. Let those bonds form organically, and let them form at whatever pace you feel fits your character, but as they form, the nature of your relationship will need to change. Your character might remain gruff and distant to the rest of the world, but the people they adventure with will slowly become family, just like your table slowly becomes your family. As long as you allow your relationships to change, your character will become as valuable and beloved as any other character at the table.
my character is usually surrounded by gaggle of short idiots so I usually have to push them away from burning down the town and have to be the only cautios one or else we would run off a cliff so yeah i think you can play as a gruff character.
Han Solo
Cassian Andor
Din Djarin
Tanis and the gang except Caramon and Raistlin
Wolverine
Kyoko Sakura
Prince Zuko
The Hound
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I would argue that Raistlin is perhaps the angstiest of angsty examples (he's such a sad boi he tried to subsume the goddess of evil and end existence), but I guess he didn't exactly play well with the team at the end of the day.
But then... Tasslehoff...