Brave POC changing D&D ragebait
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Basic idea I can see being potentially nice but there is a central question which is harder to answer if you're part of an expansive multi-generational family: Why did you decide to go wandering around the world fighting dangerous monsters and plundering ancient vaults?
Not that it can't be done with a good DM (most easily by integrating part of the backstory into the plot - for example, some old family relic was recently discovered, or Cousin Tito's farm has been getting raided by goblins and that's the party's impetus for setting out), but especially in per-packaged modules - which the end of the article all but says WOTC wants to push more - it becomes a mess.
As tropy as it is, a bunch of brooding loners with dead parents meet in a tavern is a trope for a reason. Because how else do you realistically convince a bunch of people to wander off into a swamp hunting lizardmen when they have something to go home to?
A relatively recent game "Children of Morta" did that relatively well. In the story each character is the member of a family whose mission is to protect the land from a reoccurring ancient evil.
You would have to do some adjustments for character death replacements but IMO limitations like that juice up the creativity.