How can I play a dumb and un-charismatic character?
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I've got a character I'm thinking about swapping into a campaign, since I'm not having much fun with my current character, because of how passive I've made them. The new character I have lined up is a Goliath Storm Herald Barbarian. With 7 Int, and 8 Cha.
I've only really played characters with high-ish or average in either, namely Bards, Sorcerers, and a Warlock semi-recently.
I've already been told to keep the vocabulary simple, and have kinda given them a lean towards being over-literal in test runs.
dnd-5e roleplaying ability-scores
New contributor
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add a comment |
$begingroup$
I've got a character I'm thinking about swapping into a campaign, since I'm not having much fun with my current character, because of how passive I've made them. The new character I have lined up is a Goliath Storm Herald Barbarian. With 7 Int, and 8 Cha.
I've only really played characters with high-ish or average in either, namely Bards, Sorcerers, and a Warlock semi-recently.
I've already been told to keep the vocabulary simple, and have kinda given them a lean towards being over-literal in test runs.
dnd-5e roleplaying ability-scores
New contributor
$endgroup$
$begingroup$
related: rpg.stackexchange.com/questions/11856/how-can-i-play-dumb
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– Justin
9 hours ago
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Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
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– V2Blast
6 hours ago
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For me, it’s easy - I just act normal
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– Dale M
5 hours ago
add a comment |
$begingroup$
I've got a character I'm thinking about swapping into a campaign, since I'm not having much fun with my current character, because of how passive I've made them. The new character I have lined up is a Goliath Storm Herald Barbarian. With 7 Int, and 8 Cha.
I've only really played characters with high-ish or average in either, namely Bards, Sorcerers, and a Warlock semi-recently.
I've already been told to keep the vocabulary simple, and have kinda given them a lean towards being over-literal in test runs.
dnd-5e roleplaying ability-scores
New contributor
$endgroup$
I've got a character I'm thinking about swapping into a campaign, since I'm not having much fun with my current character, because of how passive I've made them. The new character I have lined up is a Goliath Storm Herald Barbarian. With 7 Int, and 8 Cha.
I've only really played characters with high-ish or average in either, namely Bards, Sorcerers, and a Warlock semi-recently.
I've already been told to keep the vocabulary simple, and have kinda given them a lean towards being over-literal in test runs.
dnd-5e roleplaying ability-scores
dnd-5e roleplaying ability-scores
New contributor
New contributor
edited 9 hours ago
SevenSidedDie♦
207k31664940
207k31664940
New contributor
asked 13 hours ago
DraconicDraconic
483
483
New contributor
New contributor
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related: rpg.stackexchange.com/questions/11856/how-can-i-play-dumb
$endgroup$
– Justin
9 hours ago
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Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
6 hours ago
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For me, it’s easy - I just act normal
$endgroup$
– Dale M
5 hours ago
add a comment |
$begingroup$
related: rpg.stackexchange.com/questions/11856/how-can-i-play-dumb
$endgroup$
– Justin
9 hours ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
6 hours ago
$begingroup$
For me, it’s easy - I just act normal
$endgroup$
– Dale M
5 hours ago
$begingroup$
related: rpg.stackexchange.com/questions/11856/how-can-i-play-dumb
$endgroup$
– Justin
9 hours ago
$begingroup$
related: rpg.stackexchange.com/questions/11856/how-can-i-play-dumb
$endgroup$
– Justin
9 hours ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
6 hours ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
6 hours ago
$begingroup$
For me, it’s easy - I just act normal
$endgroup$
– Dale M
5 hours ago
$begingroup$
For me, it’s easy - I just act normal
$endgroup$
– Dale M
5 hours ago
add a comment |
3 Answers
3
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oldest
votes
$begingroup$
To start, I would point out that the stats you have don't make you a brain dead drooler who attacks anything you see.
Being slightly less intelligent and personable than your companions could manifest in a few ways, but it's also up to you what you want to focus on. In no particular order:
- You get bored during long planning sessions
- You 'geek out' with or over other strong people, maybe to the point of bothering them
- You miss some social cues like maybe threatening someone weak or helpless before realizing they aren't the bad guy
- Buy in when people try to manipulate you like getting really excited about some worthless trinket that a charismatic salesman is offering
- Offer unhelpful solutions when the party is facing a trap or a challenge
- Become really shy and bashful around a person you might see as attractive or interesting
The bottom line is that you can use your stats for humor and intrigue without being a detriment to your party.
I think being overly literal is a great first step towards developing this character.
$endgroup$
1
$begingroup$
It sounds like Grog, from Critical Role's first season.
$endgroup$
– Miles Bedinger
9 hours ago
add a comment |
$begingroup$
As a GM, I have a small but pretty standard bag of tricks I use to play mastermind NPCs, such as: Thinking a lot in preparation beforehand and passing off that effort as spontaneous, having them recognize the value of information and seek it out accordingly, and having them quickly and appropriately change update their opinions when confronted with new facts.
I don't get a lot of joy out of playing detailed interactions with dimwitted NPCs or playing dimwitted PCs, but it has happened. (And it informs my dislike of rolling for stats instead of points buy.) It turns out the opposite of the tricks above work pretty well:
Don't think a lot. Be impulsive, and if you can't stop from overthinking, try honestly to follow through on your first thoughts even if you get obviously better thoughts a second later.
Once your character has made up his mind, tend to discount new and contradictory information. This can come off as pure stubbornness (and it's pretty close) but what I aim for is more in the vein of, "Well, I know what's what, why am I wasting my time thinking about it anymore?" and "X can't be right because I already know Y."
Do not overdo it. It's easy to get caught up in this enough that your character is a total fool, a liability to the party, and a weird version of "My Guy." Presumably your character's adventuring buddies are looking out for him, too. You don't want to do so good a job that looking out for your guy is a full time burden, and you do (at least I would think) want to let them keep you from being a true liability.
Another way to keep this from being long term crippling is to let the character eventually get to "correct" conclusions, but only after longer than usual or with the help of other characters. (How long depends on the flow of the game, but I'm thinking sessions for FTF games, and equivalent times for PBEMs.)
$endgroup$
add a comment |
$begingroup$
If you're going to role-play that character literally, you're going to do things like:
- step into traps
- be rude to NPCs
- make poor tactical decisions (on purpose) in combat
- refrain from (often) offering good solutions when the other players are stumped
- possibly overpay for goods
- never tip
- forget to do things (binding wounds, repairing your gear, going inside when it rains ;-) )
I had groups in the past where a players would occasionally try this, and to be honest, it wore thin on the nerves of the other players before very long, just as a stupid and rude person tends to do in real life. If you're setting off area of effect traps and initiating combat before the group is ready, this won't be popular for long.
Frankly, I don't get the motivation for a character like that. It's your choice, but in my mind, we're talking "heroic fantasy" first, and role play second. Such a character doesn't seem to fit the heroic mold.
New contributor
$endgroup$
1
$begingroup$
<comments removed> That the answer says it doesn’t get the motivation is not an invitation to break the rules for comment use and have a discussion about it. Feel free to use chat though.
$endgroup$
– SevenSidedDie♦
9 hours ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
6 hours ago
add a comment |
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3 Answers
3
active
oldest
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3 Answers
3
active
oldest
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active
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$begingroup$
To start, I would point out that the stats you have don't make you a brain dead drooler who attacks anything you see.
Being slightly less intelligent and personable than your companions could manifest in a few ways, but it's also up to you what you want to focus on. In no particular order:
- You get bored during long planning sessions
- You 'geek out' with or over other strong people, maybe to the point of bothering them
- You miss some social cues like maybe threatening someone weak or helpless before realizing they aren't the bad guy
- Buy in when people try to manipulate you like getting really excited about some worthless trinket that a charismatic salesman is offering
- Offer unhelpful solutions when the party is facing a trap or a challenge
- Become really shy and bashful around a person you might see as attractive or interesting
The bottom line is that you can use your stats for humor and intrigue without being a detriment to your party.
I think being overly literal is a great first step towards developing this character.
$endgroup$
1
$begingroup$
It sounds like Grog, from Critical Role's first season.
$endgroup$
– Miles Bedinger
9 hours ago
add a comment |
$begingroup$
To start, I would point out that the stats you have don't make you a brain dead drooler who attacks anything you see.
Being slightly less intelligent and personable than your companions could manifest in a few ways, but it's also up to you what you want to focus on. In no particular order:
- You get bored during long planning sessions
- You 'geek out' with or over other strong people, maybe to the point of bothering them
- You miss some social cues like maybe threatening someone weak or helpless before realizing they aren't the bad guy
- Buy in when people try to manipulate you like getting really excited about some worthless trinket that a charismatic salesman is offering
- Offer unhelpful solutions when the party is facing a trap or a challenge
- Become really shy and bashful around a person you might see as attractive or interesting
The bottom line is that you can use your stats for humor and intrigue without being a detriment to your party.
I think being overly literal is a great first step towards developing this character.
$endgroup$
1
$begingroup$
It sounds like Grog, from Critical Role's first season.
$endgroup$
– Miles Bedinger
9 hours ago
add a comment |
$begingroup$
To start, I would point out that the stats you have don't make you a brain dead drooler who attacks anything you see.
Being slightly less intelligent and personable than your companions could manifest in a few ways, but it's also up to you what you want to focus on. In no particular order:
- You get bored during long planning sessions
- You 'geek out' with or over other strong people, maybe to the point of bothering them
- You miss some social cues like maybe threatening someone weak or helpless before realizing they aren't the bad guy
- Buy in when people try to manipulate you like getting really excited about some worthless trinket that a charismatic salesman is offering
- Offer unhelpful solutions when the party is facing a trap or a challenge
- Become really shy and bashful around a person you might see as attractive or interesting
The bottom line is that you can use your stats for humor and intrigue without being a detriment to your party.
I think being overly literal is a great first step towards developing this character.
$endgroup$
To start, I would point out that the stats you have don't make you a brain dead drooler who attacks anything you see.
Being slightly less intelligent and personable than your companions could manifest in a few ways, but it's also up to you what you want to focus on. In no particular order:
- You get bored during long planning sessions
- You 'geek out' with or over other strong people, maybe to the point of bothering them
- You miss some social cues like maybe threatening someone weak or helpless before realizing they aren't the bad guy
- Buy in when people try to manipulate you like getting really excited about some worthless trinket that a charismatic salesman is offering
- Offer unhelpful solutions when the party is facing a trap or a challenge
- Become really shy and bashful around a person you might see as attractive or interesting
The bottom line is that you can use your stats for humor and intrigue without being a detriment to your party.
I think being overly literal is a great first step towards developing this character.
edited 11 hours ago
answered 11 hours ago
lucasvwlucasvw
7221517
7221517
1
$begingroup$
It sounds like Grog, from Critical Role's first season.
$endgroup$
– Miles Bedinger
9 hours ago
add a comment |
1
$begingroup$
It sounds like Grog, from Critical Role's first season.
$endgroup$
– Miles Bedinger
9 hours ago
1
1
$begingroup$
It sounds like Grog, from Critical Role's first season.
$endgroup$
– Miles Bedinger
9 hours ago
$begingroup$
It sounds like Grog, from Critical Role's first season.
$endgroup$
– Miles Bedinger
9 hours ago
add a comment |
$begingroup$
As a GM, I have a small but pretty standard bag of tricks I use to play mastermind NPCs, such as: Thinking a lot in preparation beforehand and passing off that effort as spontaneous, having them recognize the value of information and seek it out accordingly, and having them quickly and appropriately change update their opinions when confronted with new facts.
I don't get a lot of joy out of playing detailed interactions with dimwitted NPCs or playing dimwitted PCs, but it has happened. (And it informs my dislike of rolling for stats instead of points buy.) It turns out the opposite of the tricks above work pretty well:
Don't think a lot. Be impulsive, and if you can't stop from overthinking, try honestly to follow through on your first thoughts even if you get obviously better thoughts a second later.
Once your character has made up his mind, tend to discount new and contradictory information. This can come off as pure stubbornness (and it's pretty close) but what I aim for is more in the vein of, "Well, I know what's what, why am I wasting my time thinking about it anymore?" and "X can't be right because I already know Y."
Do not overdo it. It's easy to get caught up in this enough that your character is a total fool, a liability to the party, and a weird version of "My Guy." Presumably your character's adventuring buddies are looking out for him, too. You don't want to do so good a job that looking out for your guy is a full time burden, and you do (at least I would think) want to let them keep you from being a true liability.
Another way to keep this from being long term crippling is to let the character eventually get to "correct" conclusions, but only after longer than usual or with the help of other characters. (How long depends on the flow of the game, but I'm thinking sessions for FTF games, and equivalent times for PBEMs.)
$endgroup$
add a comment |
$begingroup$
As a GM, I have a small but pretty standard bag of tricks I use to play mastermind NPCs, such as: Thinking a lot in preparation beforehand and passing off that effort as spontaneous, having them recognize the value of information and seek it out accordingly, and having them quickly and appropriately change update their opinions when confronted with new facts.
I don't get a lot of joy out of playing detailed interactions with dimwitted NPCs or playing dimwitted PCs, but it has happened. (And it informs my dislike of rolling for stats instead of points buy.) It turns out the opposite of the tricks above work pretty well:
Don't think a lot. Be impulsive, and if you can't stop from overthinking, try honestly to follow through on your first thoughts even if you get obviously better thoughts a second later.
Once your character has made up his mind, tend to discount new and contradictory information. This can come off as pure stubbornness (and it's pretty close) but what I aim for is more in the vein of, "Well, I know what's what, why am I wasting my time thinking about it anymore?" and "X can't be right because I already know Y."
Do not overdo it. It's easy to get caught up in this enough that your character is a total fool, a liability to the party, and a weird version of "My Guy." Presumably your character's adventuring buddies are looking out for him, too. You don't want to do so good a job that looking out for your guy is a full time burden, and you do (at least I would think) want to let them keep you from being a true liability.
Another way to keep this from being long term crippling is to let the character eventually get to "correct" conclusions, but only after longer than usual or with the help of other characters. (How long depends on the flow of the game, but I'm thinking sessions for FTF games, and equivalent times for PBEMs.)
$endgroup$
add a comment |
$begingroup$
As a GM, I have a small but pretty standard bag of tricks I use to play mastermind NPCs, such as: Thinking a lot in preparation beforehand and passing off that effort as spontaneous, having them recognize the value of information and seek it out accordingly, and having them quickly and appropriately change update their opinions when confronted with new facts.
I don't get a lot of joy out of playing detailed interactions with dimwitted NPCs or playing dimwitted PCs, but it has happened. (And it informs my dislike of rolling for stats instead of points buy.) It turns out the opposite of the tricks above work pretty well:
Don't think a lot. Be impulsive, and if you can't stop from overthinking, try honestly to follow through on your first thoughts even if you get obviously better thoughts a second later.
Once your character has made up his mind, tend to discount new and contradictory information. This can come off as pure stubbornness (and it's pretty close) but what I aim for is more in the vein of, "Well, I know what's what, why am I wasting my time thinking about it anymore?" and "X can't be right because I already know Y."
Do not overdo it. It's easy to get caught up in this enough that your character is a total fool, a liability to the party, and a weird version of "My Guy." Presumably your character's adventuring buddies are looking out for him, too. You don't want to do so good a job that looking out for your guy is a full time burden, and you do (at least I would think) want to let them keep you from being a true liability.
Another way to keep this from being long term crippling is to let the character eventually get to "correct" conclusions, but only after longer than usual or with the help of other characters. (How long depends on the flow of the game, but I'm thinking sessions for FTF games, and equivalent times for PBEMs.)
$endgroup$
As a GM, I have a small but pretty standard bag of tricks I use to play mastermind NPCs, such as: Thinking a lot in preparation beforehand and passing off that effort as spontaneous, having them recognize the value of information and seek it out accordingly, and having them quickly and appropriately change update their opinions when confronted with new facts.
I don't get a lot of joy out of playing detailed interactions with dimwitted NPCs or playing dimwitted PCs, but it has happened. (And it informs my dislike of rolling for stats instead of points buy.) It turns out the opposite of the tricks above work pretty well:
Don't think a lot. Be impulsive, and if you can't stop from overthinking, try honestly to follow through on your first thoughts even if you get obviously better thoughts a second later.
Once your character has made up his mind, tend to discount new and contradictory information. This can come off as pure stubbornness (and it's pretty close) but what I aim for is more in the vein of, "Well, I know what's what, why am I wasting my time thinking about it anymore?" and "X can't be right because I already know Y."
Do not overdo it. It's easy to get caught up in this enough that your character is a total fool, a liability to the party, and a weird version of "My Guy." Presumably your character's adventuring buddies are looking out for him, too. You don't want to do so good a job that looking out for your guy is a full time burden, and you do (at least I would think) want to let them keep you from being a true liability.
Another way to keep this from being long term crippling is to let the character eventually get to "correct" conclusions, but only after longer than usual or with the help of other characters. (How long depends on the flow of the game, but I'm thinking sessions for FTF games, and equivalent times for PBEMs.)
answered 5 hours ago
NovakNovak
18.4k53578
18.4k53578
add a comment |
add a comment |
$begingroup$
If you're going to role-play that character literally, you're going to do things like:
- step into traps
- be rude to NPCs
- make poor tactical decisions (on purpose) in combat
- refrain from (often) offering good solutions when the other players are stumped
- possibly overpay for goods
- never tip
- forget to do things (binding wounds, repairing your gear, going inside when it rains ;-) )
I had groups in the past where a players would occasionally try this, and to be honest, it wore thin on the nerves of the other players before very long, just as a stupid and rude person tends to do in real life. If you're setting off area of effect traps and initiating combat before the group is ready, this won't be popular for long.
Frankly, I don't get the motivation for a character like that. It's your choice, but in my mind, we're talking "heroic fantasy" first, and role play second. Such a character doesn't seem to fit the heroic mold.
New contributor
$endgroup$
1
$begingroup$
<comments removed> That the answer says it doesn’t get the motivation is not an invitation to break the rules for comment use and have a discussion about it. Feel free to use chat though.
$endgroup$
– SevenSidedDie♦
9 hours ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
6 hours ago
add a comment |
$begingroup$
If you're going to role-play that character literally, you're going to do things like:
- step into traps
- be rude to NPCs
- make poor tactical decisions (on purpose) in combat
- refrain from (often) offering good solutions when the other players are stumped
- possibly overpay for goods
- never tip
- forget to do things (binding wounds, repairing your gear, going inside when it rains ;-) )
I had groups in the past where a players would occasionally try this, and to be honest, it wore thin on the nerves of the other players before very long, just as a stupid and rude person tends to do in real life. If you're setting off area of effect traps and initiating combat before the group is ready, this won't be popular for long.
Frankly, I don't get the motivation for a character like that. It's your choice, but in my mind, we're talking "heroic fantasy" first, and role play second. Such a character doesn't seem to fit the heroic mold.
New contributor
$endgroup$
1
$begingroup$
<comments removed> That the answer says it doesn’t get the motivation is not an invitation to break the rules for comment use and have a discussion about it. Feel free to use chat though.
$endgroup$
– SevenSidedDie♦
9 hours ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
6 hours ago
add a comment |
$begingroup$
If you're going to role-play that character literally, you're going to do things like:
- step into traps
- be rude to NPCs
- make poor tactical decisions (on purpose) in combat
- refrain from (often) offering good solutions when the other players are stumped
- possibly overpay for goods
- never tip
- forget to do things (binding wounds, repairing your gear, going inside when it rains ;-) )
I had groups in the past where a players would occasionally try this, and to be honest, it wore thin on the nerves of the other players before very long, just as a stupid and rude person tends to do in real life. If you're setting off area of effect traps and initiating combat before the group is ready, this won't be popular for long.
Frankly, I don't get the motivation for a character like that. It's your choice, but in my mind, we're talking "heroic fantasy" first, and role play second. Such a character doesn't seem to fit the heroic mold.
New contributor
$endgroup$
If you're going to role-play that character literally, you're going to do things like:
- step into traps
- be rude to NPCs
- make poor tactical decisions (on purpose) in combat
- refrain from (often) offering good solutions when the other players are stumped
- possibly overpay for goods
- never tip
- forget to do things (binding wounds, repairing your gear, going inside when it rains ;-) )
I had groups in the past where a players would occasionally try this, and to be honest, it wore thin on the nerves of the other players before very long, just as a stupid and rude person tends to do in real life. If you're setting off area of effect traps and initiating combat before the group is ready, this won't be popular for long.
Frankly, I don't get the motivation for a character like that. It's your choice, but in my mind, we're talking "heroic fantasy" first, and role play second. Such a character doesn't seem to fit the heroic mold.
New contributor
New contributor
answered 12 hours ago
Brent ButlerBrent Butler
151
151
New contributor
New contributor
1
$begingroup$
<comments removed> That the answer says it doesn’t get the motivation is not an invitation to break the rules for comment use and have a discussion about it. Feel free to use chat though.
$endgroup$
– SevenSidedDie♦
9 hours ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
6 hours ago
add a comment |
1
$begingroup$
<comments removed> That the answer says it doesn’t get the motivation is not an invitation to break the rules for comment use and have a discussion about it. Feel free to use chat though.
$endgroup$
– SevenSidedDie♦
9 hours ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
6 hours ago
1
1
$begingroup$
<comments removed> That the answer says it doesn’t get the motivation is not an invitation to break the rules for comment use and have a discussion about it. Feel free to use chat though.
$endgroup$
– SevenSidedDie♦
9 hours ago
$begingroup$
<comments removed> That the answer says it doesn’t get the motivation is not an invitation to break the rules for comment use and have a discussion about it. Feel free to use chat though.
$endgroup$
– SevenSidedDie♦
9 hours ago
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Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
6 hours ago
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Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
6 hours ago
add a comment |
Draconic is a new contributor. Be nice, and check out our Code of Conduct.
Draconic is a new contributor. Be nice, and check out our Code of Conduct.
Draconic is a new contributor. Be nice, and check out our Code of Conduct.
Draconic is a new contributor. Be nice, and check out our Code of Conduct.
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$begingroup$
related: rpg.stackexchange.com/questions/11856/how-can-i-play-dumb
$endgroup$
– Justin
9 hours ago
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Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
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– V2Blast
6 hours ago
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For me, it’s easy - I just act normal
$endgroup$
– Dale M
5 hours ago