Difference between revisions of "Family Relations"

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[[File:Family-relations.jpg|thumb|490px|]]
 
[[File:Family-relations.jpg|thumb|490px|]]
  
'''Family relations''' describes the ancestral and familial ties the player character possesses in the game world, as it's reasonable to expect an individual to have parents, siblings and perhaps even children.  The existence of these is established through the [[Character Background Generator|character background generator]], which gives no consideration whatsoever to the player's wishes in this matter.  We do not choose what sort of family we are born into ... so if a given character is to have some sort of background, the fact of the character's pre-determined relations must be taken into account.
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'''Family relations''' describes the ancestral and familial connections of the player character.  This is an intrinsic part of the character's backstory, mirroring the natural existence of parents, siblings and potentially children.  These familial bonds are established through the "[[Character Background Generator]]," a system that operates independently of the player's preferences. It reminds us that in reality, we don't have control over the families we are born into. Therefore, when crafting a character's background, it's essential to acknowledge the predetermined relationships that come with it.
 
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Nor can the player dictate the family's level of success, nor the family's attitude towards the character. Since the character begins the game at maturity, there are years of conflict, potential resentment, sacrifice or responsibilities that are utterly unaccounted for — and while the character can decide how he or she feels about ''them'', they are just as free to decide for themselves how to view the character.  This is also determined through the background generator, related to the character's [[Ability Stats|ability stats]].
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Neither can the player dictate the family's level of success, nor the family's attitude towards the character. Since the character begins the game at maturity, there are years of conflict, potential resentment, sacrifice or responsibilities that are utterly unaccounted for — and while the character can decide how he or she feels about them, one's family is also free to decide for themselves how to view the character.  This is also determined through the background generator, related to the character's [[Ability Stats|ability stats]].
  
Therefore, it's nearly impossible for the player to create a background such as "an orphan bent on revenging the murder of his or her parents," because much of the time both parents are still alive in the game world.  Most of the time, orphans hardly know their parents, since they often become orphans when they're too young to remember much. In deciding a background, a player can "make up" a family relationship of their own — but this would be a lie, one that every other player at the game would be aware of, because secrets between players in the game leads to discord and bad game play.
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== Backgrounds ==
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Therefore, it's nearly impossible for the player to create a background such as "an orphan bent on avenging the murder of his or her parents" —much of the time, both parents are still alive in the game world.  Moreover, orphans rarely knew their parents, since they often become orphans when they were too young to remember much.  
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When deciding a background, a player can "fabricate" a family relationship of their own — but this would be a falsehood, one that every other player in the game would be know, because concealing information between players in the game leads to discord and detracts from the overall gaming experience.
  
 
== Status ==
 
== Status ==
Every player would like a character to be born rich and possess influence. Everyone wants to be secretly a noble, with an open path to a throne. However, as there's no control over the family he or she is born into, or its status, players must accept that most people are born of farmers, miners, labourers, artisans and other everyday people.  
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Every player would like their character to be born into wealth and wield influence. Everyone aspires to be a secret noble with a clear path to a throne. However, given that players have no control over the family they are born into or its social status, they must acknowledge that most are born into families of farmers, miners, laborers, artisans and other common backgrounds.
  
As children, characters learn ability skills related to that progenitor's profession. This may happen even if the character is an orphan — since the player's rise to a levelled class presupposes some kind of mentor. This background also affects the character's starting wealth and credit.
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As children, characters acquire skill sets related to their progenitor's profession. This can occur even if the character is an orphan, as the player's ascent to a leveled class assumes some form of mentorship. This background also impacts the character's initial wealth and initial standing in the game world.
  
 
== Choosing Stats ==
 
== Choosing Stats ==
Players wishing to reduce the size of their game families should choose a lower [[Strength (ability stat)|strength]], since that stat reflects the character's innate qualities passed down through bloodlines]]. [[Character Class|Character classes]] that put more emphasis upon spellcasting, charisma or criminal behaviour tend towards isolation or resentment against society, and so those classes are more likely to be orphans than a fighter, ranger or paladin who wishes to defend society.
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Players seeking to decrease the size of their in-game families should opt for a lower [[Strength (ability stat)|strength]] stat, as this attribute mirrors the character's inherent qualities inherited from their bloodline. [[Character Class|Character classes]] that place greater emphasis on spellcasting, charisma criminal behavior tend to lean toward isolation or harboring resentment against society. Consequently, these classes are more inclined to feature orphaned characters compared to classes like fighters, rangers or paladins, who are more inclined to defend society.
  
Characters who want to get along better with their families should choose a higher [[Wisdom (ability stat)|wisdom]], as this reflects the characters empathy and compassion for other persons. Characters with a low wisdom tend towards selfishness and bitterness towards others, and are thus liable to turn away their families and relations, who want nothing to do with such persons.
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Characters aiming to foster better relationships with their families should opt for a higher [[Wisdom (ability stat)|wisdom]] stat, as it signifies the character's empathy and compassion for others. Characters with low wisdom tend to exhibit selfish and bitter behaviours, which leads to estrangement from their families and relations, who often wish to distance themselves from such individuals.
  
If the character wishes to be born into nobility should choose a higher [[Charisma (ability stat)|charisma]], as this is a trait that many successful leaders in a medieval framework possess. This said, however, the chance is still very low, just 3%, that even if the character's charisma is influential in his or her upbringing, that achieving noble or royal status might become fact.
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If a character desires to be born into nobility, they should consider selecting a higher [[Charisma (ability stat)|charisma]] stat, as this is a trait commonly associated with successful leaders in a medieval context. Nonetheless, it's essential to note that the likelihood of attaining noble or royal status, even with a charismatic upbringing, remains very low, at just 3%.
  
  

Revision as of 19:25, 10 October 2023

Family-relations.jpg

Family relations describes the ancestral and familial connections of the player character. This is an intrinsic part of the character's backstory, mirroring the natural existence of parents, siblings and potentially children. These familial bonds are established through the "Character Background Generator," a system that operates independently of the player's preferences. It reminds us that in reality, we don't have control over the families we are born into. Therefore, when crafting a character's background, it's essential to acknowledge the predetermined relationships that come with it.

Neither can the player dictate the family's level of success, nor the family's attitude towards the character. Since the character begins the game at maturity, there are years of conflict, potential resentment, sacrifice or responsibilities that are utterly unaccounted for — and while the character can decide how he or she feels about them, one's family is also free to decide for themselves how to view the character. This is also determined through the background generator, related to the character's ability stats.

Backgrounds

Therefore, it's nearly impossible for the player to create a background such as "an orphan bent on avenging the murder of his or her parents" —much of the time, both parents are still alive in the game world. Moreover, orphans rarely knew their parents, since they often become orphans when they were too young to remember much.

When deciding a background, a player can "fabricate" a family relationship of their own — but this would be a falsehood, one that every other player in the game would be know, because concealing information between players in the game leads to discord and detracts from the overall gaming experience.

Status

Every player would like their character to be born into wealth and wield influence. Everyone aspires to be a secret noble with a clear path to a throne. However, given that players have no control over the family they are born into or its social status, they must acknowledge that most are born into families of farmers, miners, laborers, artisans and other common backgrounds.

As children, characters acquire skill sets related to their progenitor's profession. This can occur even if the character is an orphan, as the player's ascent to a leveled class assumes some form of mentorship. This background also impacts the character's initial wealth and initial standing in the game world.

Choosing Stats

Players seeking to decrease the size of their in-game families should opt for a lower strength stat, as this attribute mirrors the character's inherent qualities inherited from their bloodline. Character classes that place greater emphasis on spellcasting, charisma criminal behavior tend to lean toward isolation or harboring resentment against society. Consequently, these classes are more inclined to feature orphaned characters compared to classes like fighters, rangers or paladins, who are more inclined to defend society.

Characters aiming to foster better relationships with their families should opt for a higher wisdom stat, as it signifies the character's empathy and compassion for others. Characters with low wisdom tend to exhibit selfish and bitter behaviours, which leads to estrangement from their families and relations, who often wish to distance themselves from such individuals.

If a character desires to be born into nobility, they should consider selecting a higher charisma stat, as this is a trait commonly associated with successful leaders in a medieval context. Nonetheless, it's essential to note that the likelihood of attaining noble or royal status, even with a charismatic upbringing, remains very low, at just 3%.


See Player Characters