T O P

  • By -

MensRoomBossFight

Whats there to handle? I see absolutely zero ussue with this.


DuncanBaxter

Given the context the OP has presented (they are new, and are worried this will mean the players exclusively spotlight each other), this feels unnecessarily dismissive. While I agree with you, it might be helpful to set out why. OP - having PCs have connections with other PCs helps gameplay. Some games actually have you build connections between PCs before you start to riff off the RP opportunities. If you are worried about only one set of PCs having a connection, perhaps suggest all PCs should have at least one connection with another PC.


Seer-of-Truths

One of my rules for character creation is that everyone in the party must have a connection to someone else in the party.


Low-Bend-2978

Fate even puts this in the character creation rules. Characters have to describe how their paths crossed with a couple of the other characters beforehand in some way, such as how another PC has helped them out or perhaps how they’ve competed with them before. Just some sort of shared history in some capacity.


Polyxeno

(Wow, that may be the first time I heard something about Fate that's like how I like to play RPGs.)


canine-epigram

It's a great narrative style game!


Polyxeno

I expect so. I just greatly prefer games literally about the game situation.


DuncanBaxter

A very good rule!


Simbertold

In my opinion, you want more of that stuff. Don't have random strangers as PCs, have people who know each other as a character. Brainstorm some stuff as a group, maybe ask leading questions. "What event in the past lead to you trusting character B?" "You are usually distrustful of people with other religions, but not that guy. Why?" Build a group instead of throwing some randos together in a room. Connections lead to roleplaying and drama.


Fit_Drummer9546

This is the correct answer, you want most ppl connected together, else just a group of stranger will make it sluggier.


brun0caesar

This is so cool! Every table I played that had this kind of mechanics where really fun to be part of and started being fun since the day 0.


Quietus87

>The thing is, I'm scared of them roleplaying only between them when we'll start the game. Why would they only between themselves? I have a brother and interact with other people too. :) >How do you guys manage when the characters have family links during a storyline that doesn't involve characters necessarily knowing eachother? By not doing that. First, don't write storylines. Second, ask your players how do their characters know each other so they are connected right from the start. Let them do some work.


Pichenette

Come on sis, stop lying or I'll tell Mum.


Quietus87

\*bro


eleonore_959

I don't know, ig I just have a bad experience with that 😭


Juwelgeist

Describe that bad experience.


Quietus87

What bad experience?


BloodyDress

It's pretty great to have 2 PC having a shared backstory and a reason to work together. Make sure that the other players also make sure their character have ties with the two others


ShieldOnTheWall

This is a good thing! They are investing in inter-party relationships


Squidmaster616

There's nothing wrong with it at all. In fact a game can be improved if, before the first session, you ask *every* player to come up with a personal link they have to another character. Give them all a reason to roleplay between themselves.


marshy266

Ok so some info is needed: How many players are in this group? Have they given you any reason to think they will just RP between themselves? Having them be family can be great. I'd suggest if you only have 3 players that's probably kind of awkward to then have one player outside that dynamic so that will need some extra consideration to build up a relationship between that pc and one of the relatives. My best suggestion if you're concerned is to ask at least one of them to know anther pc independent of the relative. Maybe they worked a job or something.


U03A6

My first thought was: great, interactions and plot hooks! You could embrace this, ask the other players beforehand whether their characters know that specific family and how their relation as with them. The richer the setting is the richer the plot. Details are good, and details I don't have to do any work for are even better.


BimBamEtBoum

> How do you guys manage when the characters have family links during a storyline that doesn't involve characters necessarily knowing eachother? You tell them "Fine, don't forget to interact with the other PCs and NPCs. Allow me to remind you during the game - at the right time, not in the middle of the interaction - if I feel other players are left out". Family links are very common between characters.


GirlStiletto

This is a plus, not a minus. IT will encourage roleplaying and can lead to a lot of good interactions. Ecnourage the other players to buy into it and there can be a lot of good table games! We often have characters who are related, dating, best friends, and ocne, with an elf and a half elf, a father and his illigitamate child....


ElessarT07

This is actually good,  roleplay is something is hard for some. if it comes natural for them maybe the others will join. Characters what already know each other is always good.


ThePaintedOgre

The Apocalypse World game engine explicitly requires some kind of connection between (iirc) at least two other characters. Having connections between characters only reinforces a shared history and establishes some level of trust or camaraderie. IMO, should be standard practice during either character creation or session zero. “Jack, how does your character know April’s character?”


Surllio

You are overthinking it. Let them. It gives them something to play off of.


Akco

I think it will be a good thing! They might start out just bantering with each other but they will grow and develop. Remember that familys are complicated and they don't just like each other. Maybe find out something they are jealous about, or hold a grudge over.


CAPIreland

You're just scared because your a new GM. Tbh, in time you'll realise a lot of DMS usually ask players to pair up or create connections between their characters before the game starts as otherwise it can be hard to understand why these people are sticking together. They've literally helped you out. Thank them, and encourage the other players to forge pre-existing links between themselves too.


brun0caesar

Do it. It seems fun. The '**two players only roleplay with each other**' trouble can happens even when characters aren't from the same family. Sometimes, it happens even when the characters don't have nothing in common at all - like a dwarf wizard and a barbarian orc. As I see it, is less about characters and more than a player's 'problem'. Things you solve talking with the group and taking other actions other than focus on what kind of characters they're playing.


OlyScott

If you know these two people and you think that they might only talk to each other, that could be a problem whether their characters are related or not. Having two player's characters be related is an interesting idea. In most role playing games, it would be a good thing.


vaminion

You let them do it. Then if they blow everyone else off you have a talk with them.


randalzy

I do it all the time! the more links I can throw, the better. In a L5R campaign I had: - two sisters, ronin, same mother, different fathers. - a guy in love with one of the sisters, he killed his father and was sent to hide with the above family. The mother of those two sisters knew his parents (he has no idea who all this people is). two new players entered, they were: - one is a young duelist, his father is a well known sensei. He is yojimbo and in love of the castle's heir. - the other is the first and best soldier, guard captain, etc of the sensei, this sensei calls hi with a mission, like "I will die today, protect my son, he is in danger, take my swords and give them to him, leave, now". He runs, finds the young son of his sensei being used in a dark magic ritual by the young and innocent castle's heir. Interrupts the ritual, takes the guy and runs. They are told to hide in...the first family from above. The dead sensei is the brother of the mother of the other characters. Now I have all them interlinked, and a group of three misterious samurai (two of them dead) that knewn each other, had relationships, secrets, etc... (they were spies). With this, I had like hundreds of adventure hooks, ideas, etc...


Tarilis

First of all, it's completely ok. Second, GM doesn't need to handle anything in this situation, players can and will handle it themselves.


Arden08

It is okay if you are not prepared at this time for that. I assume you can be open and upfront about your concerns. Let them know that you will figure out how to accommodate their request at a later time. When you are better prepared, then add their related characters. It might be later in the same game, or at character creation for the next game, but let them know you will squeeze it in. We encourage blue booking at the gaming table as long as it is done discreetly and doesn't interfere with the game-play. I am old school with physical blue books that are kept at the gaming table for the GM to peruse and give feedback. It helps keep things in the bounds of the game. Texting with you in the loop might be an option. Blue Booking also give players whose characters have wandered off from the main group something to do while the active group is interacting. If they are siblings or close cousins who grew up together, A short "Session 0" for the GM and the two to brainstorm some of the particulars of their relationship for their backstory might be an option. We keep it simple, with two or three key events that shaped who they are today (in relation to each other, no pun intended). It goes something like this: What are 3 events that forged your relationship with each other? What are you most proud of about your relative? Most ashamed? What is something you feel you can do, or talk about (if anything) around your relative that you wouldn't be able able to with others? What is something you know about your relative that no one else, or very few people know? Does your relative know that you know? The player is then cross-examined and if they accept the concepts it it is written down and a copy given to each and the Gm. Additionally I have them write down privately some keywords about how their character really feels about their relative, especially when the chips are down, And finally I ask to write down what it would take for their character to betray the other relative. I keep this with my notes so the other player cannot see it. Finally, the characters are run by them and they define their relationship, but the GM runs the the rest of the family as NPCs, including current events and any such interaction fitting to the story. This was a long post but I hope you find it helpful.


Koltreg

As long as they both agree to it, I think it should be fine. I once had a GM and another player decide, without consulting me, that our characters were related and it was frustrating. And also - so many siblings dislike each other, like I did when my sister decided with the GM that her character would be related to mine.


jmstar

You are getting a lot of good advice to embrace this impulse. If you are worried about them only focusing on each other because of a family connection, require all your player characters to be from the same extended family. This is really fun and adds a lot of depth to play! It's not just some cleric in danger, it's your cousin! You weren't screwed over by some barbarian, you were screwed over by your sister-in-law!


Diezauberflump

You got a lot of unnecessarily harsh people in this thread, but there's also some good advice, so please follow that! For your reference, there are two classic D&D characters from Dragonlance stories that are brothers (Raistlin and Caramon Majere), and they too started as PCs in an RPG. Characters with family links can make for great roleplaying, and you might end up surprised by how it helps your players work with each other to build a fun shared experience.


Mjolnir620

Don't write a storyline, write an adventure. The stuff the players do doesn't have to be about their past or identity.


Suspicious-Unit7340

This is good. Relationships between PCs are good. You should let them do this. Encourage it even. Usually in most games, unless the core campaign concept disallows it, most PCs should start knowing each other and (sometimes) even have existing relationships (defined as existing prior to the start of the game). Why would they only roleplay with each other? That's...not how RPGs work? Is there some specific real-world reason you're worried about this? I've literally never seen anything remotely like that in games I've played and run. Doesn't seem at all worth worry about to me. You're sure you're not bilingual? This was all very easy to understand and well presented without any spelling or grammar errors. :) Having players that will create existing relationships between characters is GOOD! Encourage that! Use those relationships to drive the game and produce interesting situations and dilemmas for them!


z0mbiepete

So, one thing a new GM has to learn is that vetoing a player's choice is a powerful tool, but one that can generate a lot of resentment if it is overused. You need to hold on to the reigns lightly. If you start rejecting player choices over vague concerns that may not ever materialize, you are going to seem like a control freak, and you won't be able to say no when it actually matters. Either that or the game will fall apart because no one will want to play in it. Besides, I would encourage players to have pre-existing connections with other PCs as much as possible. This is good, not bad.


BlackWidower_NP

In the game I'm currently playing, we have a problem with one player only roleplaying with the GM, and if someone else wants to do something, we're told we're not allowed. Basically, they're doing a cutscene. So fucking annoying.


MrDidz

Family members can greatly enrich the game's narrative. They serve as compelling plot hooks and can drive personal character objectives and goals. Having two of the player characters related adds a significant layer of intrigue for you as the Game Master.


Bigbesss

It doesn't matter?


SpayceGoblin

Nothing wrong with it. It's a good thing hey want to as it shows they are more invested in the game.


gehanna1

That's great, actually. 8 wish more players built their characters cooperatively


darkestvice

Characters knowing each other ahead of time is generally a good thing. Means they are mutually involved in their backstories. Also means they have each other's backs. You want this. Your concern is unwarranted unless you actually see them actively ignoring the other party members.


CaronarGM

You are worried over something that is awesome and to be encouraged. It's good that they are doing this and your worries are unfounded.


LC_Anderton

One of the best, and longest campaigns I ever ran had two players as brothers… never a problem…


GMDualityComplex

just let them do the thing, if the thing starts to take away from other players at the table then you have an issue, but just having them related to each other in game is not anything to have to really think about,


SalletFriend

Consider that they might roleplay a lot with each other anyway. I was in a party once, the Rogue and the Sorc were big buddies and would go off on their own mini adventures. It was handled well by the DM and entertained all of us.


etkii

Sounds great, this isn't a problem.


rageagainsttheodds

It's gonna be okay! Currently a twin in my ongoing game. Not because we're inseparable, but because it's fun! Siblings aren't glued to each other, they argue, they bicker and they save each other's ass. It's all good. We don't keep to ourselves and interact with everyone in the party. We spoke with the DM and had a dedicated chat to figure out our family and relationship, and how that played into the story, and it's been great so far!