Start a game of DnD

> Start a game of DnD
> Players bring their characters
> "You see, my character is count von Chadstein, he's an important courtier back in the capital. He's pretty weak and sickly, but he has his way with words. And he's also a gifted painter."
> Well, how does your character fit into campaign?
> "Oh, I don't know, user, he's not the adventurer type."

> Start a game of WoD.
> Players bring their characters.
> "My character is a viking, who lied in torpor for a thousand years and was recently awakened. He's very strong and adept with murder, as you see I've picked the brujah clan."
> Well, uh, what about his social life? Does he have contacts?
> "Well, all his relatives died a long time ago, and he doesn't really care for people."

Why does it keep happening?

They're the kinds of people who play Skyrim to be farmers

Their autism is excusable in Skyrim, since it's a single player game.

>von chadstein
>weak and sickly
This is just horrible.

>courtier
Im sure he can use this power to sew some things dnd players usually sew. Like flesh golems, throat wounds and bear furs.
>viking
This could lead to a new golden age of piracy with a navy frigate turned to ghouls and shit.

There is no bad character ideas, just luck of imagination.

They've learnt to put some thought into character concepts - the first one isn't actually a bad character in itself - but have trouble thinking beyond their own character. It's a common problem with new-ish players, I think, and some players never earn out of that bad habit. You should just talk with them about it like grown-ups, and maybe try creating characters with the whole group together.

>no such thing as a bad character idea

Grade A proverby bullshit

Both situations
>Roll another character, and do it fucking right this time.

OFC, if you are accountant you possibly cannot appear in a dirty trench in the mud breathing this strange green gas. There is just one step from "english accountant" to "ww1 soldier" and this step could be made in the first game you play together.

Because you're not exercising your DM rights to say no to stupid ideas.

In that case, it makes sense and seems like an easy fix. However what if the player comes with a double amputee and the first mission is to hike over a mountain to reach an outpost?

Make him Robocop.

Player one can show elitarian prick thrown into barbaric bloodshed change and understand he is not king of life he believe to be.
Playrer two can show how thousand year old vampire struggle to fit into modern society.
Not every fucking character has to be minmaxed shit perfect for situation.

You need second character who is old friend of the first one(possible mentaly handicaped) and they working together as a team to overcome weaknesess of each other.

>he's an important courtier back in the capital.
Built in NPCs for plot points and quest giving.
>He's pretty weak and sickly, but he has his way with words. And he's also a gifted painter.
A low CON Bard with Perform: Oratory. Maybe some ranks in forgery to represent the painting. All in all a solid support character.
>he's not the adventurer type.
Tough shit, whoever it is he answers to has given him a job to do, and it'll send him far out of his comfort zone. Good role-playing fodder.

Because you don't give your players clear guidelines or explain the nature of the campaign you are running?

Masterblaster it

>want to run Dark Heresy

>The party will be going into the gutter levels of a hive on behalf of their inquisitor to find clues for a truck full of Tau weapons that have completely disappeared.

>I tell them to make characters who would be specialised for this kind of mission.

>one player makes a tech-priest with zero helpful skills, oh and he coincidentally loves xenos tech.

>clearly wants to play rogue trader.

>drop him after he refuses to change and get to having fun with a team of Judge Dreads.

First one could work if the campaign wasn't just "kill everything that moves, rinse and repeat", or if he became a wizard or something.

Second one wouldn't work because there is no way he'd be stuck in torpor for that long unless he was already extremely powerful. But even if it did having some muscle with a tendency to be intimidating is always useful for politics inclined campaigns.

That's what the pre-game of Munchausen is for.
Let them find their own hooks and backstory, it's better for everybody.

Why the fuck was there just a truck full of tau weapons on a hive city in the first place?

Planet was under influence by Tau as their borders expanded closer and the Tau got braver and braver.

A few disgruntled and greedy individuals thought they could strike deals with the Tau merchants and eventually guns were handed over to the brewing rebellion.

One guy got greedy and with zero forethought tried running off with a whole truck and every gang banger and his dog leapt for them.

That is a movie I'd watch, preferably directed by Kurasawa.

You recruited from Veeky Forums

Talk to your players before the game.

Have you never played DH before?
>sample adventure from 2e is literally "oh by the way, a daemonhost is being transported to the planet you're on"

I chuckled a bit about the Viking, bcause thats my Vampire Char. But he didnt lie in torpor this long. Nowhe own a Metal-Nightclub in Viking style and plays Metal in hs band. He prefers to keep to himelf and is somthing lke an anarch (without knowing it) but cares about the city aka domai he lives in becuse of his herd (like his bnd) are peope he has sworn to protect.
Alo he is a kind of shaman talking with his Gods in which he firmly beliefs and hopes to - although he is cursed - on day gain entry to Valhalla. He considers Gehenna to be Ragnarök and hashis own lgnd about the vampire curse embed in north mythology.
Considering his clan he is a "caitiff"since he turned during a battle - by accident or something - but mostly he has Gangrel powers.


You have to think more about things like this, then beeing a viking or an old knight about 1000 years old is no problem.