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Character development: A more complete fantasy experience

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Onirim:
Recently, I reading again fantasy books, like Lord of the Rings, Wheel of Time and The Belgariad. I think fantasy roleplaying-games can be capable of replicate this kind of fantasy novels, and I was thinking about character development.

In this kind of fantasy novels, the characters start at "low level", it's obvious. They are protected and guided by one or more high level character (and it's doable without problem), but in RM, the character starts with an adventuring profession, event at first level when the character is not an adventurer.

I consider using, for my next campaign, the Farmer profession (from RoCo III) for all the PC, and after their introduction to the world and the beginning of their adventures, they will meet some real adventurers who can help them to learn an adventuring profession. And at level 2 or 3, the PC can switch their farmer profession to a more adventuring profession (for this, I will just switch the skill costs, rearrange the new professional bonuses and... that's all).

What do you think about this? Have you already tried to do this?

jdale:
We played a game of Mage in which the characters started out as children with no magic, at a school which was intended to prepare them for awakening. Half the players thought it was cool, half were frustrated by having no real abilities or competence. I think it can work but player expectations need to be set correctly, the GM will have to work to provide challenges that are achievable but still interesting, and you need to have room for the characters to be distinct and each have a way to contribute that is not overshadowed by some other player. Like movies with neophytes, you also need a way to get the skilled patrons out of the scene so the PCs are forced to do the work.

That said, if you look at the Belgariad, really every character started with a very clear profession and skills, except one. I think that's typical that stories do not spend that much time on developing every main character from nothing, the development arc is focused on just one or a few.

RandalThor:

--- Quote from: jdale on June 20, 2022, 09:11:53 AM ---We played a game of Mage in which the characters started out as children with no magic, at a school which was intended to prepare them for awakening. Half the players thought it was cool, half were frustrated by having no real abilities or competence. I think it can work but player expectations need to be set correctly, the GM will have to work to provide challenges that are achievable but still interesting, and you need to have room for the characters to be distinct and each have a way to contribute that is not overshadowed by some other player. Like movies with neophytes, you also need a way to get the skilled patrons out of the scene so the PCs are forced to do the work.
--- End quote ---
The difference between these makes the comparison not work well, imo. Sure,  when talking about modern people most don't have "adventuring/combat" skills or abilities. But, the average farmer in the average fantasy setting will. So, they will not be as "useless" as the kids with no magical abilities of yet.

I think this is a totally doable thing, and something I have wanted to do myself. In the case of RM, I would definitely use the hobby ranks, culture tables, and adolescent development from RMFRP. Also, I would give them 3-5 levels in their "civilian" profession; you will likely discover than some of those skills will apply and be good for adventuring.

pantsorama:
I get where you are coming from, but as I player, I would nope out.  At the very least give them more options than just farmer.

As it is 1st to 4th level Rolemaster is super deadly.  Being a farmer for 2 levels would make the campaign much less survivable.

Finally, are you going to expose all the characters to every class?  If not then can they pick a class they have never seen, let alone get training for?  Otherwise you are restricting the classes played somewhat arbitrarily.

You can manage this MUCH better by picking background options available at adolescence.

Spectre771:
In RM2, I have made a Blacksmith from the Profession profession and a farmer from the No-Profession profession. :)  In that other roleplaying game that uses a single die with twice the numbers on it, I've made a Dwarf Wizard (he had 4HP) and I've made an investment banker type.  He was sent out by the bankers guild to find new markets in which to bring the banking guild's "very reasonable interest rates for loans and investments" to other regions.  As a result, he needed to travel with adventurers who could help protect him.  His specialty was gems so I gave him skill in 1H Hammer.

The Dwarf Wizard was tired of being pigeonholed and expected to do mining when all he really wanted to be was a lumberja.... errr.  wizard.
 
For the RM2 PCs, the Blacksmith was part of the entourage that travels with an adventuring party.  He was one of those behind-the-scenes characters that helps keep the party train going but never gets any credit.  The party was having a lot of interaction with him as an NPC so I turned him into a PC I could actually play and he worked out great.

The Non-profession Farmer was seeking revenge because his wife and family were killed and he was suddenly thrust into the world of adventuring.  As luck would have it, he was able to find a Bounty Hunter and an Assassin for hire at the local tavern!  What great luck for him (and the other two players sitting at the table with us that session)!


--- Quote from: RandalThor on June 20, 2022, 09:32:32 AM ---The difference between these makes the comparison not work well, imo. Sure,  when talking about modern people most don't have "adventuring/combat" skills or abilities. But, the average farmer in the average fantasy setting will. So, they will not be as "useless" as the kids with no magical abilities of yet.

--- End quote ---

The non-adventurer doesn't may not have what one would consider combat skills, but every day life in their chosen profession would be suitable for combat.  The Blacksmith I made had lots of ranks in 1H Hammer skill, high Con, and lots of Body Dev just by nature of his work.  He also had Hostile Environment - Heat, Smithing, Forging, Metal/Weapon/Armour Eval, Trading skills, etc.  All easily translatable into a life of adventure and a good jumping off point.

Also, the adventurers don't have to be kids with no magic skills.  My party had a level 1 spell user with two spell lists.... neither list had a level 1 spell to cast! LOL  He made do with other skills and his bow until he hit level 2.

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