I have a question. A hypothetical really.
In a long-running campaign your character dies, let's say around level ten. You're rolling up a replacement. How did they get to the point they're at? How do you handle/justify their experience gains? How does a character made at a higher level not end up a Gary Stu?
>>55278491
>How does a character made at a higher level not end up a Gary Stu?
1. Variations on "Mary-Sue" just means that you made a donut steel in an established setting and wrote into your backstory that important NPCs uncharacteristically looked up to you
2. A high-level character got there from doing stuff of equivalent coolness as the other PCs, just offscreen
>>55278491
The idea would be that there's more to the setting than just to pc's and there's other stuff pig in the background. The new character would be a part of whatever the fuck else is going on in the world
>>55278530
But don't all the cool offscreen feats of daring-do end up feeling cheap and unearned.
>anontor the lv10 barbarian spent his whole young age jerking off in his cave, this gave him the strength of a thousand man. One day, once the porn cravings of his cave faded, anontor decided to venture South, meeting the party.
It's not that difficult
>>55278595
>the porn cravings of his cave faded
>cravings
One day the cave will reawaken and kidnap someone new to satisfy its cravings. Unless we can invent the internet first.
>>55278491
1 paragraph of adventuring backstory per level, that's my group's rule.
>>55279997
"The semen hungry cavern seems not a dungeon I would like to explore." Says the thief of the party, sensing traps.
Little the party knew that there was only one way to exit that forgotten tunnel: satisfying it.