Hi. I am currently developing a character whose sole purpose for becoming an adventurer and joining a group was to find the ancient relic that was stolen from the temple in his hometown. I started thinking about what would happen if he actually found the relic mid-campaign. Basically, his goal would be achieved and he would no longer need to remain with the party, but I, as a player, would obviously want to stay and play to the end. What would convince my character not to leave, considering he's not that friendly and puts his duty above all?
This is something that most of us deal with at some point, I know I have. Here's the thing: you don't just create your character and release them into the world, watching their story play out. They are still a character, not a person, and the way they develop is up to you—you can change them. Maybe as the campaign goes on, your character starts to recognize the inherent value in ridding the world of monsters, so by the time he finds the relic, his motives have changed. He's no longer in it to fulfill that duty, but to fulfill a bigger one: making the world a better place.
Thank you for your answer! But here's the thing (and I probably should have mentioned it earlier): he is not worshipping a good god. His whole town worships an evil deity and I can't really think of something that could change his faith.
Hmmm...maybe he becomes addicted to something else about adventuring then? Maybe he enjoys bloodshed and sees killing monsters as an easy way to appease his god. Maybe he comes to recognize the value of gold after a few wild nights at the tavern. Maybe he just comes to like the thrill of exploration and discovery. Plus, it's not just good people who want monsters dead...monsters are a threat to everyone, even an evil god's followers!
Thank you for your answer! But here's the thing (and I probably should have mentioned it earlier): he is not worshipping a good god. His whole town worships an evil deity and I can't really think of something that could change his faith.
Half a campaign worth of adventures with the party is a pretty good reason to change his faith. Evil or no, small town people in the real world who leave the nest and have lots of experiences out in the greater world often undergo a drastic change in perspective. And that's not even considering that your character will be regularly facing deadly challenges and amazing experiences with a small group of people. You'd have to be a literal psychopath not to bond with your allies after all that.
Which brings me to my own group's unspoken rule: don't make a character who is evil or a loner. The whole point of the game is to adventure together and you have complete control over who you are, so just... don't be someone who is incompatible with the fundamental structure of the game. If you want to start out bad and go through a transformative character arc, that's cool and often interesting. But if you're planning to be the same unchanging, self-serving jerk the whole game then you should probably rethink your character.
Thank you for your answer! But here's the thing (and I probably should have mentioned it earlier): he is not worshipping a good god. His whole town worships an evil deity and I can't really think of something that could change his faith.
Really? Let me introduce you to the most powerful drug known, love...
Perhaps your character falls in love with another party member, maybe with a NPC. People do crazy things for love, including turning their back on all they know or believe in...
Thank you for your answer! But here's the thing (and I probably should have mentioned it earlier): he is not worshipping a good god. His whole town worships an evil deity and I can't really think of something that could change his faith.
That’s an easy one. He’ll get used to the freedom of being out on the road adventuring. Since he’s evil he cares about himself and depending on if he’s lawful or chaotic he either wants to get strong enough to take over the town before he goes back or he doesn’t care about the town and he wants to have fun on the road.
Hi. I am currently developing a character whose sole purpose for becoming an adventurer and joining a group was to find the ancient relic that was stolen from the temple in his hometown. I started thinking about what would happen if he actually found the relic mid-campaign. Basically, his goal would be achieved and he would no longer need to remain with the party, but I, as a player, would obviously want to stay and play to the end. What would convince my character not to leave, considering he's not that friendly and puts his duty above all?
Find the ones responsible for the theft of relics.
find ones who steal other relics giving other temples and hometowns the same feeling of despair your character had.
Lots of good answers so far. One that has not been brought up is the effect that notoriety has on some people. They enjoy the attention that comes with being a hero, famous, or infamous. Even if the character cares not one wit about making the world a better place in and of itself, the perks that go along with it might be enough to sate the characters appetites. Gold has been mentioned as has traveling to see the world. I can vouch for the change in perspective that comes from seeing other cultures.
Part of the reason that so many bards are of the "I see thee, I bed thee" variety is because bards are performers and gain notoriety anyway and being an adventurer just adds to it. That special type of company can be had by any character that desires it (and it doesn't have to be role played if the group is not fond of that seen. The character just makes sure that they have some company every time there is company to be had. The occasional drink on the house, free meal, or similar perk wouldn't be out of the question.
Then there is that feeling that having someone thank you wholeheartedly for doing something for them, particularly if it's something they couldn't do themselves. This could even be something where the character isn't honest with itself about liking that feeling. They think the reason that they feel good about it is because of all the other perks, and they vocally make fun of the simpletons that rely on the party's help (if only to the other party members, because "I don't want to piss people off so that they continue to spoon feed us "wine, women, and songs". That recognition can be a heavy drug and having the local troubadour sing songs about you is much headier than the resident bard doing it, especially if your hearing it in some backwater, podunk town that's on the way to nowhere but the magic mcguffin is that way.
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Hi. I am currently developing a character whose sole purpose for becoming an adventurer and joining a group was to find the ancient relic that was stolen from the temple in his hometown. I started thinking about what would happen if he actually found the relic mid-campaign. Basically, his goal would be achieved and he would no longer need to remain with the party, but I, as a player, would obviously want to stay and play to the end. What would convince my character not to leave, considering he's not that friendly and puts his duty above all?
This is something that most of us deal with at some point, I know I have. Here's the thing: you don't just create your character and release them into the world, watching their story play out. They are still a character, not a person, and the way they develop is up to you—you can change them. Maybe as the campaign goes on, your character starts to recognize the inherent value in ridding the world of monsters, so by the time he finds the relic, his motives have changed. He's no longer in it to fulfill that duty, but to fulfill a bigger one: making the world a better place.
Wizard (Gandalf) of the Tolkien Club
Thank you for your answer! But here's the thing (and I probably should have mentioned it earlier): he is not worshipping a good god. His whole town worships an evil deity and I can't really think of something that could change his faith.
Hmmm...maybe he becomes addicted to something else about adventuring then? Maybe he enjoys bloodshed and sees killing monsters as an easy way to appease his god. Maybe he comes to recognize the value of gold after a few wild nights at the tavern. Maybe he just comes to like the thrill of exploration and discovery. Plus, it's not just good people who want monsters dead...monsters are a threat to everyone, even an evil god's followers!
Wizard (Gandalf) of the Tolkien Club
Thanks again! I'll be sure to take your advice during my games.
Half a campaign worth of adventures with the party is a pretty good reason to change his faith. Evil or no, small town people in the real world who leave the nest and have lots of experiences out in the greater world often undergo a drastic change in perspective. And that's not even considering that your character will be regularly facing deadly challenges and amazing experiences with a small group of people. You'd have to be a literal psychopath not to bond with your allies after all that.
Which brings me to my own group's unspoken rule: don't make a character who is evil or a loner. The whole point of the game is to adventure together and you have complete control over who you are, so just... don't be someone who is incompatible with the fundamental structure of the game. If you want to start out bad and go through a transformative character arc, that's cool and often interesting. But if you're planning to be the same unchanging, self-serving jerk the whole game then you should probably rethink your character.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Really? Let me introduce you to the most powerful drug known, love...
Perhaps your character falls in love with another party member, maybe with a NPC. People do crazy things for love, including turning their back on all they know or believe in...
That’s an easy one. He’ll get used to the freedom of being out on the road adventuring. Since he’s evil he cares about himself and depending on if he’s lawful or chaotic he either wants to get strong enough to take over the town before he goes back or he doesn’t care about the town and he wants to have fun on the road.
Professional computer geek
Find the ones responsible for the theft of relics.
find ones who steal other relics giving other temples and hometowns the same feeling of despair your character had.
ps. I love Ong Bak.
Blank
Lots of good answers so far. One that has not been brought up is the effect that notoriety has on some people. They enjoy the attention that comes with being a hero, famous, or infamous. Even if the character cares not one wit about making the world a better place in and of itself, the perks that go along with it might be enough to sate the characters appetites. Gold has been mentioned as has traveling to see the world. I can vouch for the change in perspective that comes from seeing other cultures.
Part of the reason that so many bards are of the "I see thee, I bed thee" variety is because bards are performers and gain notoriety anyway and being an adventurer just adds to it. That special type of company can be had by any character that desires it (and it doesn't have to be role played if the group is not fond of that seen. The character just makes sure that they have some company every time there is company to be had. The occasional drink on the house, free meal, or similar perk wouldn't be out of the question.
Then there is that feeling that having someone thank you wholeheartedly for doing something for them, particularly if it's something they couldn't do themselves. This could even be something where the character isn't honest with itself about liking that feeling. They think the reason that they feel good about it is because of all the other perks, and they vocally make fun of the simpletons that rely on the party's help (if only to the other party members, because "I don't want to piss people off so that they continue to spoon feed us "wine, women, and songs". That recognition can be a heavy drug and having the local troubadour sing songs about you is much headier than the resident bard doing it, especially if your hearing it in some backwater, podunk town that's on the way to nowhere but the magic mcguffin is that way.