M is for Miesha, Actual Succubus

Name: Miesha
Campaign: The Great Tower of Oldechi

Speaking of the Tower Campaign.

Miesha, Lao!ze, and Cid were contemporaries, joining the campaign at the same time and making it to the end. Miesha was sort of an opposite to Cid; while Cid was a fairly reasonable build reskinned dramatically to a ridiculous character everybody hated by design, Miesha was a fairly ridiculous build reskinned to a very specific end everybody “liked” by design. Instead of the dragonborn sorcerer/warlord her character sheet said she was, Miesha was a succubus. Her arcane striking all had a demonic bent, focused on increasing chaos, and she treated her martial leading as more enchantment than inspiration.

As a party member Miesha worked really, really well. A hybrid leader was exactly what the party needed to survive the end of the campaign, especially in the frequent cases where the party split up (or were split up, forcibly, by me). She came as a package deal with the party’s lich, and his eventual egress from the campaign and subsequent fate tied into her story. Her damage came half from Strength, which fit with the party’s unofficial theme of “hilarious, unexpected physical might” and half from Charisma, where she filled a hole we had after the party lost their bard.

The way in which she didn’t work with the party, and for the same reason the best part of her character, was her theme. Most of my campaigns up to that point were rated PG. In specific circumstances I might have gone PG-13 to drive home how terrible particular a villain was or for an especially amazing joke, but I stayed firmly in a family-friendly comfort zone. The characters in the Tower Campaign mostly fit with this, with a bit of cartoon villainy thrown in because my players seem to default to evil given the option. Miesha was very obviously not family-friendly. It wasn’t just that she was a succubus, it was how she played that to the hilt. There were no lurid descriptions at our public game-store sessions, of course, but there were enough knowing winks and innuendos to qualify us for our own TV Tropes page.

The thing is, the world didn’t end. Our group of adult tabletop gamers was more than capable of handing the occasional explicitness without collapsing under the weight of our iniquity. She didn’t make the campaign about seduction any more than Cid made it about fitting into tiny spaces, and she didn’t send any player into fits of embarrassed blubbering. Yes, it meant things weren’t as appropriate for the young folk who occasionally wandered by, but they weren’t really my target audience. My players were, and they were fine with it. Miesha is where I started figuring this out.

As with everybody at the end of the campaign, Miesha ascended to godhood. She didn’t go through many changes, partially because “sexy lady” is easier to sell to worshippers than “slime” and partially because her name wasn’t a pun.

A note: this character is a literal demon, but I didn’t reference our drinking game anywhere. That’s because this epic-level demon is not as good a campaign villain as several of my PCs. I say this not to diminish Miesha’s character, but because when I say “this ostensibly heroic character is a villain more than a hero”, I want you to understand my full meaning.

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L is for Lao, Laotzu, and Lao!ze, Adventurers with Pointy Bits

Name: Lao, Laotzu, Lao!ze
Campaign: The Great Tower of Oldechi

I’m going to cheat a little more here, and for the same reason. Lao, Laotzu, and Lao!ze were different characters, united in that they were run by the same player in the same campaign and shared a naming scheme that gives my spellcheck fits. They also all had racial powers that let them attack multiple enemies. I’m not saying their character design was “find a race with a minor action attack power, then pick a class that deals damage, then make a personality that works”, but I’m also not not saying that.

Lao was a bladeling wizard who was only around for the first five sessions of a 108-session campaign and so didn’t affect the story or grow that much. Laotzu was a dragonborn sorcerer obsessed primarily with gaining power through magic and secondarily with setting the party barbarian on fire. Lao!ze was a thri-kreen ranger who loved disruption and chaos, but also precision and accuracy somehow. All of them dealt damage (Lao was not terribly good at it), but in different ways for different reasons, and all of them taught me something about what I do and don’t like in characters.

Lao was easy. I knew I didn’t like flavorless bundles of numbers, and 4E exacerbated that. He might have had the potential to be interesting, but “potential” means he hadn’t done it by the time he left.

Laotzu was the most team-killing character I’ve ever seen, and I’ve played a character who killed a member of his team. He had a feat that gave him an accuracy bonus as long as one of his allies was in the blast radius and he used it mercilessly, usually on the barbarian, usually targeting the barbarian’s worst defense. He also picked up War Wizardry, which halved the damage he dealt to allies. This wasn’t an improvement; instead of mitigating his behavior it only justified it. War Wizardry and similar options became effectively banned from the campaign, which mattered when our next arcane striker tried to get it. It was, however, hilarious. Nobody actually died from it, and I got a good idea of exactly how much damage players will take for a joke.

Remember my less-than-glowing opinion on rangers from yesterday? Lao!ze is the character who formed them (though my time running Delve Night didn’t hurt). He did a staggering amount of damage on his turn, what with his tendency to hit on a 3 and turn critical hits into more attacks, and an upsetting amount of damage on my turn as well even when he wasn’t cartwheeling his way into making my monsters ineffectual. But I loved how he bonded with the party, slowly enough to be believable but solidly enough to be a campaign asset. He’s also the only character I’ve ever seen use d7s, and we made him a custom weapon so he could roll them more often. The joy he got from rolling damage taught me a powerful lesson: find out what makes your players happy, and they probably won’t murder you in an alley.

Since the campaign didn’t visit Lao after L3, we assume he’s either dead or still going through the tower. Laotzu left the party, formed his own group, became a campaign rival, went mad, ate his team, became a campaign villain (take a drink), and died. Lao!ze was part of the final party and thus ascended to godhood. I suppose in the end they came out about even.

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K is for Kojen, Link but Different

Name: Kojen
Campaign: The Legend of Zelda: Shaman Gates

When you play enough of the same game you start to get opinions about things that don’t have anything to do with the things themselves. For example, I’ve only seen a few paladins, and none of them have been sword-and-shield holy knights, shining from horseback and defending the faith. Instead the last four paladins I’ve seen have been an overly-excited archer, a drunk earthbender, an expert with the battle ladder, and Felicia. My opinion about paladins includes “they never, ever, use a mundane weapon” whether or not that’s true. Similarly, my opinion on rangers includes “upsettingly high damage, upsettingly low personality”…usually.

Kojen is Link from an unreleased Zelda game. He’s a hero. He dresses in green and rarely shows off his hair. He had a mundane job (here, shopkeeper) until he received his call. He uses one weapon almost exclusively (a crossbow, per Link’s Crossbow Training) but occasionally uses others to solve puzzles. And like Link played by most people, he acknowledges that avoiding damage is better than toughing through it but still takes a lot of hits anyway.

Kojen plays like a typical 4E ranger: bow attacks, lots of movement, avoids typical ways of being punished for either of those actions, and a bunch of ways to subvert my expectations around how many tricks he has left in a given round. This is the point in a description where I say “but this character was strange and unique in the following ways”. Kojen really isn’t. He acts exactly like you would expect a ranger Link to play. There’s nothing exciting or clever about him. He’s a totally normal character.

But see, this is a Zelda campaign, so a mundane character is perfect. He has a few quirks that define how he approaches challenges, but for the most part he lets the world and monsters be the most interesting characters in the room, just like if he was playing the video game itself. In many ways he’s a foil for Azeld in that they both represent different play styles for the same game. He hangs back and measures his resources and actions carefully, she rushes in and bonks things. He thinks his way around puzzles and quests, she rushes in and bonks things. He (or his player) knows a lot of Zelda canon and leverages that in both his strategies and investigations; she rushes in and bonks things.

Normally I have a real problem with boring characters. “Fill the sky with arrows” is a build, not a character concept. But I’ve never felt Kojen was boring, and I think it’s because he fits the campaign so well. Nobody joined the campaign looking for a deep, immersive backstory where they face their troubled childhood; everybody joined to use a hookshot. His play style helps me keep things light-hearted, and I don’t miss tough moral decisions and competing allegiances barely as much as I thought I would.

Again, this campaign isn’t over. Kojen could still die (again!), forgotten, in a barren corner of the world, denied even the dignity of a burial. He’ll probably kill the final boss and retire in glory, though.

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J is for Justin Dunsworth, Eldritch Construction Worker

Name: Justin Dunsworth
Campaign: Wrath of the Cosmic Accountant

The phrase “player character” conjures up a certain mental image. PCs are usually heroic (or charmingly antiheroic), capable (or charmingly inept), free of emotional and personal baggage that affects play (except in systems where said baggage is mandatory), and dedicated to whatever career PCs follow in the relevant system. Intentionally violating that mental image in one of these ways is a quick path to a memorable character, for good or ill. Violating all of them is different.

Justin was one of those characters you assume must exist in high fantasy but never see: a magic contractor. He worked in construction, using his spells and summoned allies to put things together more safely and efficiently than mundane laborers. He was not a fighter or a survivalist and generally had no skills befitting dungeon crawling. He also had a wife and kids and a house and everything. The only thing about him that read as “player character” was how he carried a large, obvious staff with which he gesticulated when casting spells, even though his actual focus was a ring.

I could probably do a whole post about character design decisions made to trick imaginary enemies.

However, he did have a good character arc. The campaign started with a call to action by a powerful outsider, gathering a group of people who could band together and combat the evil pervading a specific city. At the sessions went on, Justin became more and more heroic, doing less construction and more explosions (not to say that he did actual explosions, mind you) and moving from a quiet “do good when the opportunity arises” to a more overt “do good, even if it’s hard”. Other characters in the campaign started as heroes, but only he grew into it.

I like Justin because of how strongly and intentionally he violated the standard D&D character of a powerful loner who joins up with a group of other powerful loners and makes it work until they forge a permanent “I will die for you” bond through virtue of sharing loot. He was a seinen character in a seinen campaign in a shounen system.

I didn’t tell Justin’s player at the time, but I had no designs on punishing her for that decision. I’d never planned on attacking Justin’s family or business unless he intentionally put them in harm’s way, and in fact he did the opposite, sending them out of town when the plot picked up. I don’t understand the mindset we have in gaming where having a family means giving the DM something to hold over your head. If that’s the type of game you want, fine. If it’s not, you shouldn’t have to be an orphan just so the DM won’t drag you around by your ear.

Justin was in the same campaign as Danny, so his story also never got a proper resolution. I’d like to believe they conquered evil and everything turned out great, and that’s what I’ll tell my players until I send them to that same city in a future campaign to find out everything is even worse than before.

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I is for Icranouf Loroden, Professional Shouter

Name: Icranouf Loroden
Campaign: The Eight Arms and the Deed of Taiyun Gao

Once of the reasons I have Sessions Zero for all my campaigns is to make sure the players are all on the same page regarding character design. The party deserves to know if they’re all planning on playing rogues and adjust accordingly so they don’t bungle into a campaign missing roles they all expected somebody else to fill. This does, however, require that one or more players are willing to change their character concept. Sometimes nobody is.

Icranouf Loroden was intended to be the party diplomat. He was a bard in a party with a rogue, a summoner, and a barbarian, so the party already had various flavors of diplomacy down pat. But Icranouf’s player really, really wanted to play J. Johan Jameson as a bard, so he stuck with it. He also wanted to be an archer, so there’s where his feats went. But we immediately realized he was the only person able to heal in battle, so we tried to convince him to put his spells toward that. It didn’t quite work.

Remember Egan, and how I said he didn’t deserve the death he got? Draw conclusions accordingly.

It didn’t help that the character didn’t quite work with the campaign. Icranouf was supposed to be nigh-obsessed with finding new and creative ways to do things, whether that was an interesting resolution to an armed conflict or an unknown method of raising the dead. He rarely considered whether his methods were successful, only that they were new, which may be part of the reason the campaign ended with the party goading an army of giants into squashing the armies of the countries they were hired to help. He was also supposed to be a wanderer in a campaign where the players were all local members of the same guild, and a proponent of peace who hired an assassin to kill a party member, captured the assassin, and tortured him to death.

After Icranouf I’ve tried very hard to make sure my characters meet their concept. If they don’t, I have to revise one or the other. D&D is one of those systems that really shouldn’t have much segregation between story and gameplay; the person you say you’re playing should be the person you’re playing. If you want to play a muderhobo, fine, but don’t pretend it’s part of your paladin quest.

Technically, Icranouf survived his quest and returned home victorious. I haven’t decided if he’s still part of the adventuring guild or if he’s split off to find his fortune elsewhere. I might even bring him back as an NPC if I thought anybody would recognize him.

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H for Hadarai, Frosty Frost Mage What Frosts Things

Name: Hadarai
Campaign: The Great Tower of Oldechi

I used to think I was a pure simulationist. I wanted worlds to make logical sense first and foremost, even if that meant campaigns didn’t have a fully satisfying story or particularly fulfilling quests. Hadarai thoroughly disabused me of this.

Hadarai was an eladrin ice wizard. For a full description of the character, read that sentence three more times. He leveraged a few bits of early 4E that allowed low-level wizards to approach striker damage if and only if they stuck with cold spells. As such, he treated every problem as a nail for which ice was the hammer, except for the ones he could solve by teleporting to a place where he could use ice.

This bled into skill challenges as well. Hadarai found a way to use Arcana, the skill in which he had the highest bonus, to do just about anything. Lost? Arcana check to search for magic to use as a beacon. Trapped? Arcana check to use ray of frost to make walls brittle and let another player burst through them. Poison gas seeping in? Arcana check to use ray of frost to cover the vents. Diplomacy? Arcana check to use ray of frost to make ice sculptures to impress people. It got to the point where I started increasing DCs when a player used the same skill repeatedly in the same challenge. After all, the point of a skill challenge is to solve a problem, not have each character find increasingly ridiculous ways to use his or her highest modifier.

In-universe, Hadarai makes perfect sense. Either he was good at one thing and found ways to apply it everywhere, or he used one thing everywhere which let him train so much he got good at it. Either way, it was a wildly simulationist concept with a wildly gamist result. But it made things boring. Hadarai could have been played by a script, and the only thing that challenged him as a build was a monster resistant to cold damage. Nothing challenged him as a personality because eladrin tend to sashay blindly through the actions and opinions of those around him. He wasn’t a person, and he was barely a set of numbers because he only used 15% of his character sheet. He was just…there.

Hadarai’s player left town, and the character left the campaign by joining the villains (take a drink) as a mole. He came back some ten levels later and reunited with the party to fight the villains, dying valiantly by being…either eaten or crushed by a shipping container. That battle is kind of a blur.

I do want to point out that I’m still friends with Hadarai’s player. We game together regularly and he is incredibly aware of his tendency to give his characters convoluted simulationist justifications. This isn’t meant to be a complete burial. One of those is coming Monday.

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G is for Gloves Shieldbearer, Heavy Everything Specialist

Name: Gloves Shieldbearer
Campaign: The Eight Arms and the Memento Mori

Often the simplest character ideas are the most interesting. Not everybody needs to break the mold with a celestial necromancer, or a cleric librarian with delusions of adequacy, or a cat person air pirate sorcerer (more on him later, though). Some characters just take the simplest idea possible and run with it. Some characters wear gloves, carry a shield, and are named “Gloves Shieldbearer”.

This can go too far, like the pyromancer Medium Rary. We’re not talking about that.

Gloves was a former slave who carried a giant’s shield and used it as his primary means of attack, defense, negotiation, and, presumably, locomotion. He was a good reference point in a campaign with a half-ton healer, a swarm of rats, and a turtle with apocalyptic ambitions. As part of a group specifically tasked with finding and stopping giant monsters he could work his way through most situations with skill and aplomb. When things were good he was even-headed and happy to think things through before acting. When things got rough he could intimidate with the best of them. And when things got really, really bad, his shield was also a chainsaw.

The biggest issue I had with Gloves was not unlike the biggest problem I had with Egan, which shows how amazing I am at learning nothing. The world of the Eight Arms has racially-aligned countries; there’s a human country, a dwarven country, and elven country, and so on, where people are free to move about them but each government and culture is based around a single race. As part of this I wanted to have countries for the elemental races as well because I liked what they added to the setting and it gave plenty of chances for me to have “monsters” live and act like “civilized races”. Gloves threw a spanner into that particular work by hailing from one of the countries I had created, and also declaring that humans were the dominant race there and the elementals were very, very secondary.

I was upset. I’m still upset; letting things go is not my strong suit. But honestly, this makes more sense than what I had. There’s no country of just ifrits or oreads, that would be silly. Logically, these countries would be dominated by a more common race, and the elemental race would color it. I keep having to remind myself that this is better than what I was planning and adjust the setting accordingly. And it wouldn’t have happened without Gloves. (Though I also want to throw an assist to a certain video game character with Greek-styled armor and a chainsaw shield, who may have served as some inspiration perhaps.)

Of course, this campaign had players, and players hate going by the DM’s plans, especially when they explicitly agree to said plans. The monster-hunting party quickly became the monster-friending party and Gloves got a lot more chances to work his verbal skills than his spinning shield. But in the final session he did help murder a bard in his sleep and fight a scary bird, and in the end that’s really what matters.

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F is for Felicia Elkin, Paladin Rarity

Name: Felicia Elkin
Campaign: The Eight Arms and the Empire of Sin

It’s hard to join a campaign already in progress. There’s a whole bunch of backstory, team mechanics, inside jokes, and tradition a new player doesn’t know, and they run the risk of feeling like an outsider at the table and in the story. I’ve had plenty of characters join in the middle of a campaign; many worked, some didn’t. But so far I’ve only had one situation where character joined a party between campaigns, and that worked much better.

Felicia joined the Eight Arms Ostensible Crafting Team for their second campaign, several months after the first campaign had finished. She joined with another character who is not on this month’s list. Both characters shored up roles the party lacked. The other character fulfilled their need for a tracker and wilderness expert. Felicia fulfilled their need for a beauty-obsessed front-line tank with heavily reskinned weapons and an unerring moral compass as it related to matters of fashion and decorating.

I realize this is a very specific need.

Felicia played more than a little like Rarity from My Little Pony: obsessed with looking good and making other things look good, against grime on principle and nature by association, but willing and able to focus and fight when things get hairy. She had a large array of abilities her player kept forgetting about (lay on hands, spells, auras, whatever she traded smite evil for), which made her really interesting and capable in a pinch. The only enemies that really gave her pause were, naturally, campaign bosses and, ironically, a crystal dragon powered by condensed pride.

I did talk about this blog post with Felicia’s player, and the conversation went something like this:

Me: I’m going to talk about Felicia.
Player: Is she the best character you’ve ever run whose name begins with F?
Me: She’s the only one whose name begins with F. So I have to think of what I learned from running her in a campaign.
Player: You could say you learned you could make an acceptable piece of portrait art with Photoshop.
Me: I’m not saying that.

The most interesting long-term thing I learned from Felicia was how well a paladin can work when her player isn’t a jerk. Paladins have a reputation as unlikeable because unlikeable people play them, acting as a high-and-mighty “my character wouldn’t abide this sort of levity” yoke. But Felicia functioned in a party that leaned very chaotic and a little evil because she didn’t refuse to allow other characters to play and because the other players didn’t refuse to allow her to be herself. It was Law 0 and Law 4 at their finest, and she’s a good example of somebody who can have an opinion without being militant about it.

Also, I learned it’s really easy to assign the seven deadly sins to a party when one of the characters has a peacock motif.

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E is for Egan Mospru, Second Keeper of Quaison’s Memory

Name: Egan Mospru
Campaign: The Eight Arms and the Deed of Taiyun Gao

I’ve done a lot of talking about characters I liked. Let’s mix things up a little.

Egan was definitely the best character in his campaign. His competition was a barbarian who thought he was the living embodiment of the will of the god of mindless destruction; a summoner who though he was Russian despite having exactly none of the traits or culture relevant to the setting’s version of Russia; the summoner’s half-demon, half-alien, half-insect flavorless tangle of stats designed for maximum damage; and J. Jonah Jameson if he was an archer and also a bard. Egan, a fairly straightforward gnome, would have been an ordinary character in an ordinary campaign, but in this one he was a delight.

The big issue I had with Egan was his background. The campaign setting was still in flux, and I didn’t want to come down too hard on player backstory because I wanted to fill things out a bit. But Egan’s backstory was that he was one of the last survivors of a gnomish kingdom underneath the city where the first Eight Arms campaign had taken place, a kingdom that had recently lost a land cave land war with drow. It was challenging to reconcile with the facts that gnomes already had a country, the players had already explored under the city, and nobody aboveground had ever heard of either kingdom.

This is where the really interesting stuff happened, in that Egan’s player and I talked things over and determined that this was the backstory Egan’s father had told him. That didn’t meant it was true. With that we opened up a wide array of potential stories, as we could explore what actually was where, who told what about what events, and how much was lost to time or deliberately covered up. It’s one of the few times I had to give a hard “no” to a character backstory, but it worked better when we gave it a “yes, but” instead. The “yes, but” basically invalidated it on the same level as a “no”, but whatever.

Unfortunately we never got to explore that, at least not with Egan himself. Near the end of the campaign he died, one of the few characters deaths about which I feel bad. We did manage to bring him back as a vampire, which normally is really neat. Since we were in an east-Asian pastiche, he became a hopping vampire. And hopping vampires have half the speed of their base creature. Egan became a rogue who could only move at ten feet per round via pogo stick. He didn’t deserve that.

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D is for Danny, Whip-Wielding Bard

Name: Danny
Campaign: Wrath of the Cosmic Accountant

Danny is a great example of the hazards of picking last. He was the fifth character in the campaign, and by the time we got around to him in session zero we already had a cleric wielding a bow, a rogue wielding a sap (back when that build was broken), a paladin wielding a ladder, and a wizard wielding a decade of experience in construction and remodeling. We already had the big four role archetypes, and everybody had a wacky weapon. That left only poor Danny, who got to be a whip-wielding bard.

Imagine a typical bard, add a whip, take out anything overtly flamboyant, and you pretty much have Danny. He wanted to help people, but not too much. He wanted money, but not as much as fame. He participated in combat, but in quiet ways that didn’t destroy monsters so much as irritate them. He sang, he spoke eloquently and not belligerently, he had the occasional unexpected trick up his sleeve for when things got dire, and every so often he found an opportunity to use his bardic abilities to devastating effect against enemies and allies alike.

He didn’t even have a last name. This is how typical a D&D character he was.

As a bard, I like bards, so I liked giving Danny ways to show off. I soon learned he didn’t need help outside of combat; I don’t remember if I planted the seeds or if he managed all on his own to get himself on the program to perform at the crime lord’s birthday party. He was also fantastic at incapacitating and frustrating minions, what with his expertise in ranged tripping and disarming. But surprisingly, he really only shone in two battles. In one he managed to shatter an enemy only kept alive by alchemy, nearly saving his allies while also blowing them up when he caught a table full of dangerous reagents in his blast. In the other he basically did nothing except sing something that became one of our favorite gaming songs. I think it went something like this:

“Everyone we like except for Crunk get better!
Attack the assassin we outnumber five to one,
And is slowed and prone and you guys don’t need me
So I guess I’ll go to a restaurant.
Tell me when it’s done.”

As mechanics went, the whole point of Wrath of the Cosmic Accountant was that there are enemies too scary to fight head-on and the players needed to think their way around them. Of course, this meant the players did a startling amount of fighting enemies head-on, especially enemies with a CR five higher than the party level. Surprisingly none of the PCs died. It meant Danny lived until the campaign suffered the ignominious fate of being cancelled when I moved a thousand miles away, just as he was starting to get in the good graces of a lich mob enforcer (take a drink).

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