On 8/20/2018 at 7:37 PM, Edgehawk said:I'm partial to the Adventuring Archaeologist trope, and it seems like your player has a key niche to fill in the campaign.. so I am somewhat puzzled by the whole "feeling left out" bit. The spec can be sort of jack-of-all-trades-ish, but those Lore checks can be important, too!
If your PC is well and truly finished with the character, I think running him as an NPC is a viable option, but discussing it with your player might be a good idea. Reintroducing him later in the game, with more XP, as an Awesome GMPC.. just to show your PC how lame he was for not realizing the character's true potential.. not so much. This is probably not quite what you had in mind, and I'm not trying to be antagonistic, but if he's a friend.. that seems like it would be kind of a **** move.
I toy back and forth with making the old PC an antagonist to face the party (who has been turned by the Empire), or as an ongoing plot hook but just as a regular NPC who occasionally feeds info/helps the PC's out. The third option is simply a 'grey' character, but that would involve discussing the motivations etc with the player, giving up the surprise later on.
22 hours ago, Ghostofman said:Sounds to me like the Archy is going to be their new NPC employer/quest giver, and the overall story hasn't changed a while lot...
I mean, you may have to work a little bit to explain how that happened (sounds like a good adventure involving a recently deceased wealthy distant relative with an oddly specific will to me), but once you have a reason in place for the Archy to step back and bankroll the whole thing, you're done. And it keeps the Archy alive and available if the Player changes his mind again.
This isn't a bad idea actually.
16 hours ago, emsquared said:Archaeologist is a super weird spec... A hard fail at making an Indiana Jones archetype?
Too bad he's already rebuilt, would have suggested using Investigator to keep a similar character concept/the same character, but to actually be useful.
So long as someone's paying the party (well) though, why would they switch paths?
Bring the PC back (and keep them involved in the same story line) by having the main Antagonist capture the former-PC. They're all tied to him you said right? Meanwhile BBEG is coercing the former-PC into helping the Empire?
2 hours ago, Edgehawk said:The Archaeologist spec isn't really awesome by itself, but few specs are; it has the left side of the tree for punching nazis, and the right for tedious academia. Well Rounded is at the start of the tree, so one can add Skullduggery, or better social/combat capability. It is what you make of it, as any spec. Force Adherent now offers some great synergy as a second spec, with Lore-based talents.
That's exactly what I mentioned during the 'talk' with him. It's basically an Indiana Jones build. However, he wasn't impressed with brawl skills being useless in combat because 'everything is ranged' (not true of course, as we have two melee/brawl oriented characters who have no troubles there). The lore side he felt wasn't doing anything helpful to the group, citing he kept failing rolls, which really can't be helped.
However, I admitted part of the blame here saying that I could work more on fleshing out the lore for him to sandbox in. Still didn't help.
As to the story, considering both this player and another both have hidden 'rebel' backgrounds, it's easy enough to move into the empire/rebel territory and do the whole race against time for powerful artefacts that each side wants. Just need to narrow down specific ideas.
10 hours ago, Decorus said:Here is the thing I'm not big on booting players, but from what it sounds like he isn't having any fun, he's making the GM not have any fun and is making the other players not have any fun.
I'm not sure another character is going to fix this...
This. This 1000x. He does have a group reputation of basically playing various classes/characters throughout multiple RPG's we run as really the same type of combat-orientated, quick-save cautious, video-game character. Admittedly he's getting better, but it's a long slog.
We have brought up whether this is the right style for him (technically it's his (and ours) only group), but outside the RP aspects of the game nights, we all enjoy him and each other's company, so it's hard to keep pushing and we generally just relent and play for what it is and what comes out each session.
10 hours ago, KungFuFerret said:Probably not, but I think it's worth a try to talk to him about the issues with the game. I mean, saying "my character feels useless" is a pretty vague statement. Asking things like "how do you feel like your character isn't contributing?" "what would you like to get an opportunity to do to feel useful?" are good questions I think.
As above, but have specifically asked these questions, with responses boiling down to 'I just don't feel like playing that character, so that's that'. It's almost like RP'ing is a threat to his identity. He could never play a character to be seen as weak or fallible.
10 hours ago, KungFuFerret said:As a general rule, by session 4, if every character hasn't had at least 1-2 situations that heavily lean to their area of proficiency, then a GM isn't doing a good starting job I think. If I've got a player who is a saboteur, by session 4, it's pretty much a guarantee that something explodey will be involved. Either to disarm, or set up. If there is a Medic/Doctor in the party, they will encounter a group of NPC's that are in dire need of some medical treatment, and helping them will reward the party in some way, either immediately or down the line. Etc etc.
Completely agree. I need to do more of it though to include not just him, but everyone. Though how often does one get to rig something to blow or defuse something?