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	<title>Comments on: Do You Do It Alone Or In A Group?</title>
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		<title>By: Moral and Ethical Ambiguity, Part 4 of 4 &#8211; Conclusions &#124; Moebius Adventures</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7798</link>
		<dc:creator>Moral and Ethical Ambiguity, Part 4 of 4 &#8211; Conclusions &#124; Moebius Adventures</dc:creator>
		<pubDate>Thu, 22 Oct 2009 13:04:36 +0000</pubDate>
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		<description>[...] Do You Do It Alone Or In A Group? (gnomestew.com) [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7798&#039;,&#039;Moral and Ethical Ambiguity, Part 4 of 4 &#8211; Conclusions &#124; Moebius Adventures&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] Do You Do It Alone Or In A Group? (gnomestew.com) [...]
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		<title>By: DrSteve</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7722</link>
		<dc:creator>DrSteve</dc:creator>
		<pubDate>Sun, 18 Oct 2009 19:49:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5110#comment-7722</guid>
		<description>As A GM I set Guidelines like, Will be part of a team, no evil characters, should have a practical profession. also i set Campaign Averages for combat powers (when using hero 4E)    Stressing the setting is also important.   

  As A player, Im a Niche filler.  I like to see what others are playing and fill that hole in some way.  Usually ends up I play a support type character. but thats fine with me.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7722&#039;,&#039;DrSteve&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>As A GM I set Guidelines like, Will be part of a team, no evil characters, should have a practical profession. also i set Campaign Averages for combat powers (when using hero 4E)    Stressing the setting is also important.   </p>
<p>  As A player, Im a Niche filler.  I like to see what others are playing and fill that hole in some way.  Usually ends up I play a support type character. but thats fine with me.
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		<title>By: Moral and Ethical Ambiguity, Part 1 of 4 &#8211; Intro &#124; Moebius Adventures</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7719</link>
		<dc:creator>Moral and Ethical Ambiguity, Part 1 of 4 &#8211; Intro &#124; Moebius Adventures</dc:creator>
		<pubDate>Sat, 17 Oct 2009 22:02:56 +0000</pubDate>
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		<description>[...] Do You Do It Alone Or In A Group? (gnomestew.com) [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7719&#039;,&#039;Moral and Ethical Ambiguity, Part 1 of 4 &#8211; Intro &#124; Moebius Adventures&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7711</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Fri, 16 Oct 2009 18:09:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5110#comment-7711</guid>
		<description>&lt;a href=&#039;#comment-7707&#039; rel=&quot;nofollow&quot;&gt;@ptevis&lt;/a&gt; - I suspect it&#039;s the ultimate in the sense of unfettered-- during character creation you can imagine several different paths, entire lifetimes for widely different characters. Once you pick a character, all of the other options are set aside, never to be traveled in this campaign.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7711&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7707' rel="nofollow">@ptevis</a> &#8211; I suspect it&#8217;s the ultimate in the sense of unfettered&#8211; during character creation you can imagine several different paths, entire lifetimes for widely different characters. Once you pick a character, all of the other options are set aside, never to be traveled in this campaign.
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7708</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Fri, 16 Oct 2009 15:58:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5110#comment-7708</guid>
		<description>I like a mixed method. I like people to come up with character concepts and ideas on their own with some openings left for the meshing with a group. I then have them polish the characters in group discussion (via e-mail or in person).

There really is nothing like having a connection between the characters, no matter how minor or major. It gives the group motivation and staying power. It also avoids the &quot;polar opposite PCs&quot; effect that can wreck any chance of group cohesion and teamwork.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7708&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like a mixed method. I like people to come up with character concepts and ideas on their own with some openings left for the meshing with a group. I then have them polish the characters in group discussion (via e-mail or in person).</p>
<p>There really is nothing like having a connection between the characters, no matter how minor or major. It gives the group motivation and staying power. It also avoids the &#8220;polar opposite PCs&#8221; effect that can wreck any chance of group cohesion and teamwork.
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		<title>By: ptevis</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7707</link>
		<dc:creator>ptevis</dc:creator>
		<pubDate>Fri, 16 Oct 2009 01:56:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5110#comment-7707</guid>
		<description>&quot;Character creation is the ultimate player expression within the game.&quot;

I would hope that actual-at-the-table-during-the-session-play would be the ultimate player expression with in the game.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7707&#039;,&#039;ptevis&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>&#8220;Character creation is the ultimate player expression within the game.&#8221;</p>
<p>I would hope that actual-at-the-table-during-the-session-play would be the ultimate player expression with in the game.
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		<title>By: Nojo</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7706</link>
		<dc:creator>Nojo</dc:creator>
		<pubDate>Thu, 15 Oct 2009 20:38:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5110#comment-7706</guid>
		<description>For my next campaign (Rogue Trader), I&#039;m telling my players they can create as many practice characters as they want, but we&#039;re going to create the group and the starship together around the table. As we go around the table, I&#039;ll sit those with complete concepts one one side, and the procrastinators on the other, and go around the table.
Rogue Trader includes the &quot;Origin Path&quot; which is a web based tool for creating a past character history. Many games have similar tools. Each player will have a different colored pencil, and they will circle their choices. 
When two or more choose the same choice, say &quot;war veterans,&quot; I&#039;ll have them come up with a shared past history. If more players jump on the same event later as we move around the table, they can use that history or negotiate changes. &quot;Can we say we fought against Chaos instead of the Dark Eldar?&quot; I won&#039;t force them to always share a history, but I&#039;ll require them to have a good reason why they don&#039;t.
My eager beavers are already chatting in email and on our Yahoo group site about who wants to play what. They don&#039;t want to duplicate careers, but I&#039;m going to leave party balance in their hands. If they get really stupid I&#039;ll say something, but I&#039;ll just try to work with whatever they come up with.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7706&#039;,&#039;Nojo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>For my next campaign (Rogue Trader), I&#8217;m telling my players they can create as many practice characters as they want, but we&#8217;re going to create the group and the starship together around the table. As we go around the table, I&#8217;ll sit those with complete concepts one one side, and the procrastinators on the other, and go around the table.<br />
Rogue Trader includes the &#8220;Origin Path&#8221; which is a web based tool for creating a past character history. Many games have similar tools. Each player will have a different colored pencil, and they will circle their choices.<br />
When two or more choose the same choice, say &#8220;war veterans,&#8221; I&#8217;ll have them come up with a shared past history. If more players jump on the same event later as we move around the table, they can use that history or negotiate changes. &#8220;Can we say we fought against Chaos instead of the Dark Eldar?&#8221; I won&#8217;t force them to always share a history, but I&#8217;ll require them to have a good reason why they don&#8217;t.<br />
My eager beavers are already chatting in email and on our Yahoo group site about who wants to play what. They don&#8217;t want to duplicate careers, but I&#8217;m going to leave party balance in their hands. If they get really stupid I&#8217;ll say something, but I&#8217;ll just try to work with whatever they come up with.
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		<title>By: Lee Hanna</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7705</link>
		<dc:creator>Lee Hanna</dc:creator>
		<pubDate>Thu, 15 Oct 2009 20:15:26 +0000</pubDate>
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		<description>I&#039;m open to trying the last method, Individual Endeavor hasn&#039;t had a great success rate.  Group Activity has been my favorite so far, leading to two great groups and campaigns.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7705&#039;,&#039;Lee Hanna&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m open to trying the last method, Individual Endeavor hasn&#8217;t had a great success rate.  Group Activity has been my favorite so far, leading to two great groups and campaigns.
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		<title>By: Sarlax</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7704</link>
		<dc:creator>Sarlax</dc:creator>
		<pubDate>Thu, 15 Oct 2009 18:12:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5110#comment-7704</guid>
		<description>I think the discussion is about how players should be managed so that their characters to meet two criteria: working with each other and working within the setting.

For me, I&#039;m most concerned that the players end up with PCs that they enjoy playing and that can play well with others. EG, that we don&#039;t have a reckless Chaotic Evil priest of Tharizdun among Lawful Good devotees Bahamut. In this kind of instance, each player might have a lot of fun playing their particular PC, but in the course acting out their roles, they naturally come to disagree.

In my current group, we&#039;ve seen the latter problem several times. A game of Ghouls I briefly ran had a team including two cops, a high-class escort, and a small-time gangster. The gangster, acting like a gangster would, found it hard to get along with the others.

In a game of Mage, I and the other players all had characters we seemed to really love roleplaying, but occasionaly our... philosophical differences led to arguments. I say &quot;occasionally,&quot; but it was pretty much every session. My reckless-with-vulgar-magic-Free-Council-fighter-pilot would bump heads with the cautious-and-conservative-Guardians-stage-magician, for instance.

There are more examples, but the take-home point from them is simple: Try to engender a party of mostly-compatible personalities.

***

As for mechanics, I have never cared much about how the players choose to spend creation points, race/class choices, etc. except to encourage world-appropriate choices (no cyborgs in D&amp;D, for instance). Like Brent, I don&#039;t accept the balance myth that you need to fill slots A, B, C, and D to have a functioning party. Everyone&#039;s a hacker-turned vampire? Awesome. No pilots in the space game? No problem. Nothing but gnome strikers? Sweet.

As a GM, I can make the game wrap to the party in whatever manner makes the PCs shine the most. If I&#039;m running a Star Wars game and no one knows how to fly a ship, I can just throw in an NPC who does. If a game of D&amp;D has nothing but face hitters, the challenges will be appropriate to that.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7704&#039;,&#039;Sarlax&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I think the discussion is about how players should be managed so that their characters to meet two criteria: working with each other and working within the setting.</p>
<p>For me, I&#8217;m most concerned that the players end up with PCs that they enjoy playing and that can play well with others. EG, that we don&#8217;t have a reckless Chaotic Evil priest of Tharizdun among Lawful Good devotees Bahamut. In this kind of instance, each player might have a lot of fun playing their particular PC, but in the course acting out their roles, they naturally come to disagree.</p>
<p>In my current group, we&#8217;ve seen the latter problem several times. A game of Ghouls I briefly ran had a team including two cops, a high-class escort, and a small-time gangster. The gangster, acting like a gangster would, found it hard to get along with the others.</p>
<p>In a game of Mage, I and the other players all had characters we seemed to really love roleplaying, but occasionaly our&#8230; philosophical differences led to arguments. I say &#8220;occasionally,&#8221; but it was pretty much every session. My reckless-with-vulgar-magic-Free-Council-fighter-pilot would bump heads with the cautious-and-conservative-Guardians-stage-magician, for instance.</p>
<p>There are more examples, but the take-home point from them is simple: Try to engender a party of mostly-compatible personalities.</p>
<p>***</p>
<p>As for mechanics, I have never cared much about how the players choose to spend creation points, race/class choices, etc. except to encourage world-appropriate choices (no cyborgs in D&amp;D, for instance). Like Brent, I don&#8217;t accept the balance myth that you need to fill slots A, B, C, and D to have a functioning party. Everyone&#8217;s a hacker-turned vampire? Awesome. No pilots in the space game? No problem. Nothing but gnome strikers? Sweet.</p>
<p>As a GM, I can make the game wrap to the party in whatever manner makes the PCs shine the most. If I&#8217;m running a Star Wars game and no one knows how to fly a ship, I can just throw in an NPC who does. If a game of D&amp;D has nothing but face hitters, the challenges will be appropriate to that.
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		<title>By: LordVreeg</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7703</link>
		<dc:creator>LordVreeg</dc:creator>
		<pubDate>Thu, 15 Oct 2009 17:35:26 +0000</pubDate>
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		<description>I don&#039;t have time for this.  I&#039;m at work.  And I thought I could avoid posting, but the comments are too good.

GM question #1---What is the expected term for this campaign, and what is the &#039;replacement level&#039; (i.e., the Kill rate) of the PCs?

I run long-ass campaigns, and a longer-ass setting. And it has this old-school tendencies, like &#039;within-setting logic&#039; instead of proper Encounter or challenge levels, and minimal roll fudging.

PC death is a growing experience, and I tell myself it is good for the soul of the GM and player both.

So to some degree, I let them go with what they want.  Character creation is something of a joy for my people, and I figure there is a good chance of them having to roll up a new one anyways...

There have been some rousing succeses with unexpected choices.  The 2 bards in the group of 4?  Classic, especially onstage.

Downside?  My online group&#039;s tracker got wasted by imitating a scabbard.  Too bad tracking is a big part of that group...

Not to mention that my Igbar group has the &#039;drummer in SpinalTap&#039; syndrome with their healers....&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7703&#039;,&#039;LordVreeg&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I don&#8217;t have time for this.  I&#8217;m at work.  And I thought I could avoid posting, but the comments are too good.</p>
<p>GM question #1&#8212;What is the expected term for this campaign, and what is the &#8216;replacement level&#8217; (i.e., the Kill rate) of the PCs?</p>
<p>I run long-ass campaigns, and a longer-ass setting. And it has this old-school tendencies, like &#8216;within-setting logic&#8217; instead of proper Encounter or challenge levels, and minimal roll fudging.</p>
<p>PC death is a growing experience, and I tell myself it is good for the soul of the GM and player both.</p>
<p>So to some degree, I let them go with what they want.  Character creation is something of a joy for my people, and I figure there is a good chance of them having to roll up a new one anyways&#8230;</p>
<p>There have been some rousing succeses with unexpected choices.  The 2 bards in the group of 4?  Classic, especially onstage.</p>
<p>Downside?  My online group&#8217;s tracker got wasted by imitating a scabbard.  Too bad tracking is a big part of that group&#8230;</p>
<p>Not to mention that my Igbar group has the &#8216;drummer in SpinalTap&#8217; syndrome with their healers&#8230;.
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		<title>By: Clawfoot</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7702</link>
		<dc:creator>Clawfoot</dc:creator>
		<pubDate>Thu, 15 Oct 2009 17:24:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5110#comment-7702</guid>
		<description>Hmm. Generally, we go for the group character creation sessions, but I in no way find that &quot;it completely saps any individual creativity from the process.&quot; Maybe I&#039;ve just lucked out with a group of gaming friends that work together really well, but when we all bounce ideas off each other, more often than not we come up with stuff far more interesting and exciting than had we made characters separately.

The only DM-Directing I do is to request that everyone have a reason to stay in the group, be it loyalty to friends or family, payment or blackmail. It&#039;s frustrating when you have a party of strangers who all decide to go off adventuring together, and at one point someone just throws up her hands and says, &quot;I can&#039;t think of a single reason why my character wouldn&#039;t just say &#039;screw you all&#039; and go home.&quot;  So now I like people to keep their motivations for staying with the group in mind when they&#039;re making their characters. What that motivation is is entirely up to them, of course, but I do request that there is one.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7702&#039;,&#039;Clawfoot&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Hmm. Generally, we go for the group character creation sessions, but I in no way find that &#8220;it completely saps any individual creativity from the process.&#8221; Maybe I&#8217;ve just lucked out with a group of gaming friends that work together really well, but when we all bounce ideas off each other, more often than not we come up with stuff far more interesting and exciting than had we made characters separately.</p>
<p>The only DM-Directing I do is to request that everyone have a reason to stay in the group, be it loyalty to friends or family, payment or blackmail. It&#8217;s frustrating when you have a party of strangers who all decide to go off adventuring together, and at one point someone just throws up her hands and says, &#8220;I can&#8217;t think of a single reason why my character wouldn&#8217;t just say &#8216;screw you all&#8217; and go home.&#8221;  So now I like people to keep their motivations for staying with the group in mind when they&#8217;re making their characters. What that motivation is is entirely up to them, of course, but I do request that there is one.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7701</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Thu, 15 Oct 2009 16:08:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5110#comment-7701</guid>
		<description>&lt;a href=&#039;#comment-7698&#039; rel=&quot;nofollow&quot;&gt;@Brent&lt;/a&gt; - I understand where you&#039;re coming from, but my position is a bit different.  

The GM has information about the campaign that the players don&#039;t, and may also be the only person who knows what the other players are planning. His or her input can be pretty important to the process, even if it&#039;s just sharing information about the other player&#039;s choices.

Also, they&#039;re just &lt;i&gt;suggestions&lt;/i&gt;. If the party insists on playing a bunch of halfling rogues, the GM can still forgo that &lt;a href=&quot;http://www.youmeetinatavern.com/index.php?topic=521.msg7192#msg7192&quot; rel=&quot;nofollow&quot;&gt;cool all-skeleton ambush&lt;/a&gt;.

I do see the temptation of trying to control the process.  Self-control is a very important GM skill.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7701&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7698' rel="nofollow">@Brent</a> &#8211; I understand where you&#8217;re coming from, but my position is a bit different.  </p>
<p>The GM has information about the campaign that the players don&#8217;t, and may also be the only person who knows what the other players are planning. His or her input can be pretty important to the process, even if it&#8217;s just sharing information about the other player&#8217;s choices.</p>
<p>Also, they&#8217;re just <i>suggestions</i>. If the party insists on playing a bunch of halfling rogues, the GM can still forgo that <a href="http://www.youmeetinatavern.com/index.php?topic=521.msg7192#msg7192" rel="nofollow">cool all-skeleton ambush</a>.</p>
<p>I do see the temptation of trying to control the process.  Self-control is a very important GM skill.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7700</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Thu, 15 Oct 2009 15:33:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5110#comment-7700</guid>
		<description>It all depends on the game. When we played PTA, making sure the characters all had interesting roles was an important part of the overall series creation process-- almost pure group creation, though without the fiddly bits of games like D&amp;D. 

When we &lt;a href=&quot;http://www.gnomestew.com/gming-advice/take-another-look-at-your-group&quot; rel=&quot;nofollow&quot;&gt;made up characters for Serenity&lt;/a&gt;, we discussed general roles, but built characters individually and in secret. It was a great change and really flavored the sessions-- there were secrets and hidden capacities that were interesting to experience in character.

As Matthew brought up, I&#039;ve run games with unfettered character creation... which occasionally works, but has been responsible for the worst crash and burns ever. I&#039;ve stricken &quot;Make any character you want, I&#039;ll join you up&quot; from my vocabulary.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7700&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>It all depends on the game. When we played PTA, making sure the characters all had interesting roles was an important part of the overall series creation process&#8211; almost pure group creation, though without the fiddly bits of games like D&amp;D. </p>
<p>When we <a href="http://www.gnomestew.com/gming-advice/take-another-look-at-your-group" rel="nofollow">made up characters for Serenity</a>, we discussed general roles, but built characters individually and in secret. It was a great change and really flavored the sessions&#8211; there were secrets and hidden capacities that were interesting to experience in character.</p>
<p>As Matthew brought up, I&#8217;ve run games with unfettered character creation&#8230; which occasionally works, but has been responsible for the worst crash and burns ever. I&#8217;ve stricken &#8220;Make any character you want, I&#8217;ll join you up&#8221; from my vocabulary.
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		<title>By: Brent</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7698</link>
		<dc:creator>Brent</dc:creator>
		<pubDate>Thu, 15 Oct 2009 15:20:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5110#comment-7698</guid>
		<description>I&#039;m very leery of suggesting things to players, for a couple of reasons.

1. When I play, I don&#039;t want the DM telling me what I can or can&#039;t play (besides the boundaries of the setting; if we&#039;re in a low-magic setting and I can&#039;t play a powerful wizard, that&#039;s fine).  I want the freedom to play something oddball.  I want the freedom to play with a bunch of other oddballs.

2. I&#039;m suspicious of theories about &quot;balancing the party.&quot; In my (very limited) experience, GM opinions about which classes/races are &quot;needed&quot; often come from problems with very specific party mixes in the past. In other words, just because one party really needed a heavy-hitter doesn&#039;t mean that this party needs one.

3. I&#039;ve never (in my very limited experience) had all my players show up with characters of the same class.

But that&#039;s probably just me. In future, I plan to use the group technique.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7698&#039;,&#039;Brent&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m very leery of suggesting things to players, for a couple of reasons.</p>
<p>1. When I play, I don&#8217;t want the DM telling me what I can or can&#8217;t play (besides the boundaries of the setting; if we&#8217;re in a low-magic setting and I can&#8217;t play a powerful wizard, that&#8217;s fine).  I want the freedom to play something oddball.  I want the freedom to play with a bunch of other oddballs.</p>
<p>2. I&#8217;m suspicious of theories about &#8220;balancing the party.&#8221; In my (very limited) experience, GM opinions about which classes/races are &#8220;needed&#8221; often come from problems with very specific party mixes in the past. In other words, just because one party really needed a heavy-hitter doesn&#8217;t mean that this party needs one.</p>
<p>3. I&#8217;ve never (in my very limited experience) had all my players show up with characters of the same class.</p>
<p>But that&#8217;s probably just me. In future, I plan to use the group technique.
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		<title>By: BladeMaster0182</title>
		<link>http://www.gnomestew.com/gming-advice/do-you-do-it-alone-or-in-a-group/comment-page-1#comment-7695</link>
		<dc:creator>BladeMaster0182</dc:creator>
		<pubDate>Thu, 15 Oct 2009 15:07:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5110#comment-7695</guid>
		<description>The way I do it is get my players together and figure out what each of them would want to play. I alternate between crunchy bits and fluff to keep players interested (surprisingly my players find tracking weight and encumbrance as boring as I do.) I just make sure the basic roles are filled (healer, trapfinder, etc.) After that my players can do what ever.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7695&#039;,&#039;BladeMaster0182&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The way I do it is get my players together and figure out what each of them would want to play. I alternate between crunchy bits and fluff to keep players interested (surprisingly my players find tracking weight and encumbrance as boring as I do.) I just make sure the basic roles are filled (healer, trapfinder, etc.) After that my players can do what ever.
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