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Made in us
Been Around the Block




I am a Dark Heresy player and I play a Feral World Guardsmen. It was cool at the begging, but I soon realized that I wanted a more radical character than this one could lend itself to. I also wanted more money and better available skills. How do I adapt my character to this situation? Should I keep playing this character, even though I lost my interest in him or should I start over?
   
Made in gb
Decrepit Dakkanaut





UK

Talk to your GM first and see what (s)he says

They may let you change (they might want you to die/leave in a specific way to advance the plot)

It would also be good to talk to your group too, depending on it's makeup you may find they'd object to you changing characters


 
   
Made in us
Old Sourpuss






Lakewood, Ohio

 OrlandotheTechnicoloured wrote:
Talk to your GM first and see what (s)he says

They may let you change (they might want you to die/leave in a specific way to advance the plot)

It would also be good to talk to your group too, depending on it's makeup you may find they'd object to you changing characters



This is the best advice that you can get on this situation.

As someone that is feeling burnout from a character I had previously enjoyed, you also have to be prepared to receive a "no" from your GM. While no good GM should say no to a player's request without giving a good reason why, it's pretty disheartening to hear, "I like how your character fits with the group, so I think we should keep him around." (I was told this about a month ago when I wanted to retire a character because he had become useless)

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in us
[MOD]
Solahma






RVA

Forcing a player to stick with a character they don't like is a sure sign of inexperienced/dickish GMing (barring some extreme form of player OCD, like they want to start a new character every five minutes). OP, remember -- this is a game. It's only worthwhile if the people playing it are having fun.


   
Made in ca
Pauper with Promise





As was already mentioned, talking to your GM is the best thing you can do.

Let them know how you're feeling about the situation and what you are looking for in a character. It could be a simple adjustment to how a scenario plays out, that makes you feel more radical/useful/skillful etc.

As a GM I've never told a player to stick with a character they weren't jiving with. In my experience, bored players can quickly become destructive players (my wife encited the wholesale slaughter of a 'friendly' infantry squad because she didn't like the sergeant's 'tone' )).

This message was edited 1 time. Last update was at 2013/06/19 22:08:25


 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Assume for a second that you keep the same character. Is there no way that character could develop into a more radical character as opposed to making a new one from scratch?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Hangin' with Gork & Mork






I hit them with the DM stick until they get in line.

Spoiler:

Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in us
Servoarm Flailing Magos







What is meant by 'radical' in this context?

If it's mechanical (you like the background, but the character isn't good at the stuff he's supposed to be good at/isn't a good fit for the group/etc.) you and the GM can also just restat the character to fit better.

For example, I've seen characters created that assumed the game was one style (E.G. a sneaky game) and it turns out the game is more about a different style (say, heavy combat). it might make sense to looka t the rules and keep the core idea the same, but restat the character to lose a few never-used skills (Maybe our sneak has a bunch of skills to defeat alarm gear or con NPCs) in favor of more useful skills (maybe pick up some skills at sneaking around a battlefield, add demolitions, etc).

It's still the same core concept (a sneaky guy), but now it's a more useful to the group. (It goes from a sneaky infiltrator who can talk his way out of trouble to a sneaky guy who maneuvers around the edge of battlefields and sets explosives).

Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. 
   
 
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