[RPG] How to a player with an unusually complicated character help the DM manage complexity

character-creationdnd-3.5e

When a player plays a very complicated character, such as an artificer or (say) a bard/druid/green whisperer/sublime chord/arcane hierophant, this can impose extra work on the poor DM who has to understand how everyone's characters work. Assuming that the DM is fundamentally willing to deal with this complexity and that the character isn't otherwise problematic (e.g. overpowered), that DM might still appreciate the player going the extra mile to keep the complexity from getting out of hand.

Some things are obvious: if you are playing such a "snowflake", then you should make sure that you know your character front to back; the game should never be waiting on you to figure something out. Another thing is flexibility: when the rules pile up, the DM may need to handwave to keep things moving along.

Having a sort of DM-oriented mechanical summary might help. If you're playing a barbarian of a certain level, the DM will probably have an intuitive sense of what the character can do. A half-page or so outlining key capabilities might be helpful.

One idea that occurred to me, inspired by various LARPs, was to pair mechanical complexity with metagame requirements. For instance, playing an obscure bloodline or using a rare discipline might require that you submit a longer backstory. In D&D 3.5, there are plenty of things that might trigger such requirements, such as prolific multiclassing or uncommon subsystems (e.g. psionics). This could also be used as a worldbuilding tool for a non-standard setting: if you take an ability with a regional requirement, you must write a brief description of the region you come from that provides context for that ability.

I'm looking for ideas from players and DMs, but particularly from DMs who have had players bring convoluted characters. What went well, and what went badly? How could that player have made your job easier?

Best Answer

Speaking from my experience here, there are a couple of things I would recommend:

  • DM Cheat sheet - this was really helpful for me, since it gave me an idea of the basics of the character. I made sure the player created and provided me with this sheet at every level, not only to keep me informed with what their character was doing, but also to give me insight into what they thought was important about their character. This helped me to build obstacles that catered to their character's specific role, or at the very least what the PC perceived their role to be in the party. I would limit this cheat sheet to 1/2 a page at lower levels, and 1 page at higher levels, to ensure it remains concise and useful to the DM.
  • Time Limit on turns - this was a more controversial move in our group, but definitely helped keep my PCs on top of their characters. If I as a DM had a question, or asked their character to do something, the complicated PC would have no more than a minute (or 2 depending on how complex the request was) to figure out the answer. By having the PCs aware that this time limit was in effect, it incentivized them to maintain a deep understanding of their character. Our table also had a high level of trust, so I wasn't too worried about my PCs fudging their characters in these time sensitive scenarios.
  • In advance verification - this was something I only used once, but can still highly recommend. Before allowing my PC to create a complex, multi-classed character, I sat down with them and discussed why they wanted to create such a character, and how we could work together to streamline the process in-game (this was incidentally how we landed on the cheat sheet solution above). By having this talk in advance, you can understand why the player wants a convoluted character, and brainstorm alternatives if possible (eg Player: I want to be a healer, but also be able to fight. Me: well instead of multi-classing and trying to use 3 prestige classes, you could just main as a Cleric, and by taking feats X, Y, and Z still achieve this goal). If alternatives are not an option (eg Player: No, I really want to play [insert convoluted character]!) then at least you've now gotten some perspective on where they are coming from, why they have chosen this particular build, and laid the groundwork for future discussions should things go off the rail.

Introducing a metagaming requirement is an interesting idea, and something I had not considered. While this would be useful in the context of the game's lore and the character's development, if you are more concerned about how to deal with complicated characters as a DM, I would just warn you that complicated backstories can lead to complex character motivations, which in my experience, often leads into My Guy problems.

That being said, the flip side is that you are maximizing the number of plot hook you as a DM have available. Is the character adamant on being a bard/druid/green whisperer/sublime chord/arcane hierophant? Fine, but their complex background has made them a target of a group of purist druids, who believe their magics are being abused by an outsider for their own personal gain.

Ultimately, requiring as comprehensive a backstory as the character is complicated can work both ways, but independent of this, I would advise you to consider some of my suggestions listed above. They can definitely streamline the DM process, and make your life a lot easier.

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