Although the word ‘meaningful’ can mean a lot of things and would differ for anyone you ask, I would like to open this blog with the topic ‘How can I get a meaningful game?’ as I’m looking at the games I DM and I seem to feel a need there to improve. When I DM I usually don’t feel that a game I came up with is meaningful or mattered to anyone, but if I continue this train of thought, I always have to say: ‘every game is community building and a social experience and therefor it is meaningful in some way’.
But what I’m aiming at, in my
games, is a feeling and giving space for the characters to grow. Allowing
growth to a character is quite difficult when you are in a West Marches
campaign and there are around 150 players with characters that all change from
game to game. I think that’s what makes me long for a game where the character
growth is a bit more meaningful and feels more free.
The games that I played in
had some growth of my character. At least some freedom to do whatever I felt
like and what I felt like was often building my character. In Low Fantasy
Gaming I played a Cultist who performed sermons to his goddess, after he had
been exiled out of the city to a remote village. We used the village as a base,
so I really tried to ‘settle’ there for a time and help the locals out with
reading lessons and teachings.
In the 5e official campaigns
that I played there was often not enough room for character development and I
always felt like my character was just swept away by the adventure.
In the 5e West marches
campaign where I am one of the DMs, my first character had some growth thanks
to the friends he made in his first games. My acolyte Barbarian befriended
paladins and clerics that served other gods, but still shared a bit of his
ideal. We did missions together that really bettered the people from the
campaign and there was never a question what we should do. We worked from our
ideals and by sharing them we grew together. In the end my Barbarian even
multiclassed into Paladin because of their friendships.
I think what is most
important for growth for a character is the ideals and bonds systems you find in
5e, but also in other games. I would do away with alignment myself, in the next
campaign I run. Instead, I want the players to write down 5 to 10 beliefs of
which at least 2 contradictory believes to another, but that you are still able
to believe in the same way.
Examples: ‘I’m hate war and
would never want to see war again’ vs ‘I want a revolution to free the people
from a mad king.’ The revolution would be bloody and war-like, so these are
quite contradictory, but can still be believed in a same way.
Other example: ‘All cultists must
be killed and exterminated’ vs ‘I hope we all can live in peace.’ Where the
cultists are not taken into account that they could live in peace too, because
cultists are notorious for murder and summoning ancient gods.
This would give me a morality
and ideals to build upon as a DM. Character growth can come easier then. I
think I’ll also say that they will serve the same faction and that this faction
also has its beliefs and goals. That means there are no people that suddenly go
on a killing spree (like I had before) or betray the faction.
I really want to organize a
campaign that feels meaningful to players ánd DM. Where we all grow and benefit
from. I’m currently in a brainstorming phase and these are some early thoughts.
No comments:
Post a Comment