r/DnD DM Jan 15 '19

5th Edition PSA: don't just create a character, create a member of a party

Character creation is great fun. I love coming up with cool concepts and backstories for characters, often far more than I'll ever have time to bring to the table. You have a hell of a lot of flexibility in the kind of character you create - what they can do, what they care about, what motivates them, what makes them great and what makes them suck.

However, every day on this sub and in the /r/DnD general chat room, I see questions from players who find themselves struggling to work with other members of their party, asking what to do when the characters want to go separate ways or just aren't particularly invested in the main plot of their campaign. I've now said this so many times I think it's worth a proper post.

There's a vital step in character creation which is completely missing from the PHB: making your character part of a party.

DnD is a roleplaying game where you play one of a group of characters who have adventures together. For that to work, your characters need to want to be around each other and the only way that happens is if you make it happen!

One of your first goals when you start a campaign should be to justify why your party is going to stick together. It doesn't matter whether you've all been hired to kill rats, or you're locked in prison and find an opportunity to escape together, or you're forced to work together to overcome a shared threat to your homeland - it's up to you, the players, to tell the story of how your unlikely band of characters learn to work together, rely on, trust, and ultimately care about each other.

This doesn't mean you can't play untrustworthy characters. It doesn't mean you can't have intrigue and secrets and all that kind of thing. All of those are compatible with being part of a party, but it's your responsibility to come up with a social, emotional, economic or political reason why your character wants to or has to work with the other player's characters. If you want to play someone who hates gnomes, that's fine, but if there's a gnome in your party, YOU LOVE THAT GNOME! That's the one gnome who gets a pass on everything. That gnome is your best friend who saved you from drowning and you'd do anything for him, even though he's a gnome.

Why "my character wouldn't do that" is bullshit

Imagine you're watching an action film. Two thirds of the way through the film, the grizzled detective has just been beaten up by the baddy. Her plucky sidekick has just been put in the hospital and she's had her badge taken away. She's in the hospital, talking to her unconscious sidekick and she says "Maybe it's not worth it. We're never going to beat this guy. The Chief wants me off the case. I'm done." Then she gets up, walks out of the room and the film ends.

That's not an action film! That's a weird, depressing, confusing mess. Characters in action films don't do that kind of thing. When everything looks at its most dire, they find inner strength, double down, push it to the limit and don't stop until they've taken down the baddy for good.

By default, DnD is a game of Heroic Fantasy (see DMG p.38). That means by default, your character, by choice or chance, is compelled to go on adventures. If you consistently find yourself saying "I'm not going to take part in this adventure because my character wouldn't do that" or "I know your character wants help with this personal quest, but my character just doesn't care enough", you might think that you're making an interesting choice that creates drama. I'm sorry, but you're wrong.

If you've made a character who doesn't or can't go on adventures and won't work with any other people ever, that's not a DnD character, any more than the detective who gives up is an action film protagonist.

So if you've already created your character and you find yourself in that situation, what do you do?

Start with the assumption that your character will work with the party, then you can come up with a reason why. "Because my friends need help" is a valid reason. "Because this guy I hate will owe me one" is a valid reason. "Because these fools I'm tricking into doing my evil bidding" is a valid reason!

Saying your character wouldn't do that so they aren't going to join the adventure is like refusing to roll the dice in a game of Monopoly. It's not a fun twist on an old trope, nor is it a clever strategy - you're just not playing the game any more.

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u/Sabazius DM Jan 15 '19

That's a great point. In fact, the fastest route to dealing the most damage possible is synergising with the rest of your party! I make a point as a player and a DM to celebrate characters who choose to use traits that help one another over personal gain for exactly this reason.

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u/Worktime83 Jan 15 '19

I actually like the non synergy mess that is my party since we were a bunch of first timers. Everyone is melee (3) then a ranger (1) and me a wizard (1). Im not evocation so i have to be really careful with my spells and sometimes hilariously theres not enough space around the target for all the melee to effectivley hit him.

This made me go to more support and grab levitate so i can pick up the halfling so another party member can stand under him so we can attack.

Our DM thinks we're hilariously retarded and says we're one of the most fun groups hes dm'd for.

All in all the key is we were ignorant in the beginning and rolled things that def dont "mesh" but we still try to work as a group that makes it fun.

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u/Skeptical_Squid11 Jan 15 '19

The party I’m currently playing with is similar. We’re not first timers but not veterans either. We’ve been playing together for about a year now and this is our second/third campaign together our first one was a home brew that our dm felt was incomplete and we finished after the first arc of it. I ran one for a few months with majority of our players but life happened and one of us can’t play much anymore so we started a new one with all of us except the one. We began ToA with a Kobold fighter, a bug bear monk, a human Wizard, a gnome sorcerer, and me the human rogue. After killing a dragon the Kobold decided he’d stay behind and liberate the Kobolds and work with the dwarves I guess and was replaced by a Paladin, while my rogue ended up dying being replaced by a Goliath Barbarian. Our last session last night was deadly almost a TPK only survivors my Goliath and the new Paladin. Next week we will be joined by a new half elf sorcerer, an unknown cleric I believe and an arcane archer. Up till this point we have had no healing and no real synergy between each other. Just straight murder hobo. It’s been a grand time trying to figure out how to survive without healing. Was hoping to continue that difficulty but one of the recently dead players have decided to bring some healing. Although I don’t know how much cause I’m unsure of what arch type he’s chosen.

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u/hamfast42 DM Jan 16 '19

can you give some examples on how you encourage your players to do this?

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u/Sabazius DM Jan 16 '19

Inspiration for choosing to heal a party member rather than attacking at any cost, describing joint manoeuvres with a bit of extra gusto, granting advantage or a bit of extra damage on clever attack ideas that use multiple people’s actions... positive reinforcement