Showing posts with label Tale from the Table. Show all posts
Showing posts with label Tale from the Table. Show all posts

Tuesday, August 4, 2015

Report from GenCon 2015





Cardhalla, where attendees have built impressive structures from donated cards
             I have been to a lot of conventions and even worked for one, but I have never had a better time than I had this past weekend at GenCon.  GenCon’s motto “The Best Four Days in Gaming” is not hype; it is truth!  I hadn’t attended a convention in several years, and although I had attended Gen Con previously, I really didn’t do everything that I could have to make it the best experience. 
            I would like to start by thanking the entire GenCon staff for running such a great convention.  I know from experience that behind the scenes of any convention is chaos, but the mark of a great convention is that the con-goers never see that chaos.  I can’t say what the GenCon staff did or didn’t do.  All I can say is that I never felt their presence, and everything ran smoothly.  That in itself is an impressive feat for a convention of 60,000 plus attendees. 
A wonderful balloon artist built this over 4 days of the convention
            Next, I would like to personally thank the medical staff in the first aid room in the Indianapolis Convention Center.  My girlfriend had an asthma attack on Saturday afternoon, and they were not only quick to help, but very friendly and experienced.  They treated her quickly and professionally.  I don’t remember your names, but thank you very much for everything you did!
            The city of Indianapolis was amazing, too!  Everyone was friendly and you could really tell how excited the city was to have GenCon.  The hotel staff at the Cambria where I stayed were so nice and outgoing.  They asked about the convention, and although they are further out from the convention than some might prefer, I cannot recommend them more highly!  Everyone restaurant in the city was re-themed for the convention as well.  We ate dinner at the Colts Grille and they had hung banners for various games and given new names to their menu items paying homage to a variety of games, comic book characters, etc.   Not to mention they gave us free, Indiana Colts themed dice. 
            GenCon was not all fun though.  As many of you know, I am a freelance writer, and I spent many hours wandering the Exhibitor’s Hall meeting game developers and handing out as many business cards as I could.  I met other writers as well, including The Gentleman Gamer, with whom I had lunch alongside Neal Price, the developer of Scion.  I attended many panels on freelancing and learned a lot, made some new contacts, and really got a better sense of the path to being a better writer. 
I bought a ton of d8's.  I always need them when I play wizards.
            Of course, I attended the Onyx PathPublishing events!  And in a case of burying the lede, they announced Vampire:  The Masquerade 4th Edition!  Rather than being an homage to earlier editions of VtM like V20, this new version will update the mechanics and world much like Mage 20 updated that game.  Not much else is known about this edition, yet, but I will be keeping up with new information as it is announced.
            On the subject of Onyx Path Publishing, I would like to say that I have never met a nice group of people.  My girlfriend raved about how friendly and open you were.  She’s even talking about running a Werewolf:  The Apocalypse game in the future.  Your excitement for your game lines and the friendliness of your staff is both infectious and inspiring.  I always felt welcome at your booth, and I stopped by every day to meet someone new or just say hi to Eddy Webb or Neal Price.  (Btw, Neal, I’m really sorry I missed you Scion panel!)
Fantasy Age is a new RPG by Green Ronin and Baby Bestiary is an art book. 
            Other than the Onyx Path seminars, I attended several freelance writing seminars including Paizo’s and two lead by third party publishes like John Ling, Jr. from Frog God Games and Wolfgang Baur from Kobold Press among others.  I learned a lot about what it takes to be a freelance writer and especially how important it was to always have a business card on hand. 
            But GenCon wasn’t all work.  I played in the new D&D Adventurer’sLeague season adventure Harried in Hillsfar.  Our DM was great!  He kept the action rolling as we moved through the corridors of a strange temple.  
            I also played a new board game, Compounded, by Dice Hate Me Games.  It was so good that my girlfriend immediately bought the base game and I bought the expansion.  In Compounded, the players randomly draw elements and try to complete a variety of chemicals.  It’s a great game for anyone who enjoys science.  I think it’d be a great game for high school chemistry classes.  I highly recommend this one!
What is a convention without buying some old AD&D 2E books?
             Shopping took up a great deal of our time at GenCon.  My girlfriend bought a lot of art prints.  All of them are gorgeous.  I bought a ton of RPG books and new dice.  I wanted to get a copy of FFG’s new Star Wars RPG Force & Destiny, but the line was just too long.  I did get the new Green Ronin RPG Fantasy Age, and I can’t wait to read through that. 
            Of course, I bought plenty of older stuff, too, including a copy of Blue Rose.  I also found an old VtM module by Atlas Games called Blood Nativity and a copy of New Orleans by Night.  I had to control myself in the Exhibitor’s Hall.  The temptation to buy just everything was too great.  I limited myself to those items I knew that I would use in upcoming campaigns. 
            I also got a chance to meet my favorite podcasters, Kevin, Brady, and Dustin from UnderDiscussion.  They put on a great seminar for people interested in starting a podcast.  My girlfriend and I were able to chat with Brady and Kevin for a while after the panel too.  That was definitely a highlight of the convention for me. 
And of course, my White Wolf swag!
            The biggest surprise of the convention was sharing a bus ride with Richard Lee Byers, author of the Year of the Rogue Dragons Forgotten Realms book series (amongst many, many other fantasy books).  We had a great conversation on the bus ride back to our hotels.  I guess not staying in a downtown hotel closer to the convention really paid off!  I’m sad to say that I haven’t read any of Richard Lee Byer’s books, but I will. 
            That shuttle ride is also how my girlfriend and I made two new friends from California.  You know who you are!  I had a great time playing Compounded with you guys.  I look forward to seeing you at GenCon next year!

Friday, January 16, 2015

On Running a Module for the First Time





            One of the weird quirks of my roleplaying career is that until recently I had never run a pre-published adventure module.  I have made use of plenty of Campaign Setting Boxed Sets, such as the Revised Dark Sun Campaign Setting for AD&D 2nd Edition or Legend of the Five Rings’ Otosan Uchi Boxed Set which did include the Scorpion Clan Coup plot line that involved one clan’s attempt to usurp the throne.  Yet, I’d never run a straight forward module or adventure path.  Dungeons & Dragons 5th Edition has given me the opportunity to finally run a pre-published adventure series, and it’s been a blast. 
            Because my primary RPG has been Vampire:  The Masquerade for so long, I didn’t have many options for selecting a module to run.  VtM primarily offered settings books such as my favorite, LA by Night, and fan favorite, Chicago by Night, but few adventure modules; although Midnight Circus is a notable exception.  Running a Classic World of Darkness RPG meant that the Storyteller was responsible for preparing an adventure, creating NPCs, and so forth.  Conversely, games like Dungeons & Dragons are renowned for their many outstanding modules like The Temple of Elemental Evil, The Tomb of Horrors, Dead Gods, and so on. 
            Due to the staggered release schedule for D&D 5E, the Player’s Handbook and the adventure Hoard of the Dragon Queen were released simultaneously in August, but the Dungeon Master’s Guide was not released until December.  I was left with no option but to run Hoard of the Dragon Queen as I lacked much of the information I’d need to create NPCs, build encounters, and seed treasure appropriately.  I didn’t want to end up in a situation where I was making assumptions based on my experiences in D&D 3.0 or 4.0.   The cynical side of me believes that Wizards of the Coast used the staggered release schedule to help sell more copies of Hoard of the Dragon Queen due to the lack of necessary information that Dungeon Masters require.  
            Conspiracy theory aside, Hoard of the Dragon Queen has been a joy to run and a learning experience for me.  As this article isn’t intended as a review of the module itself (that will come later after I’ve run the entire thing), I want to discuss the lessons that I learned from the module and my overall impression of running a Dungeons & Dragons module.
            Reading through Hoard of the Dragon Queen, which is intended to take players from level 1 to 7 or 8, I was happy to find that it included a variety of adventure types.  Other modules, such as the Sunless Citadel (the first adventure for D&D 3.0) are just a long dungeon crawl.  Hoard of the Dragon Queen has the players defend a town from the Cult of the Dragon, track the attackers to their lair, infiltrate the enemy’s encampment and rescue prisoners before they set off to track the Cult, and joining and protecting a caravan that travels from Baldur’s Gate to Waterdeep.  The various episodes offer enough variation that neither the DM nor the players get bored, but the encounters remain exciting having players face off against all manner of creatures from kobolds to perytons and bullywugs and even a few Half-Dragons. 

            The greatest benefit to using any module is that the writers have provided nearly everything for you:  level appropriate encounters, NPCs with both stats and background information provided, and an interesting plot.  Someone else has already done all the heavy lifting, but no module, regardless of how well-written, can take into account everything that the players could do or give every NPC a name.  Even with the adventure already prepared for me, I was frequently required to improvise, create NPCs or adjudicate a player action that the writers of the module had not anticipated.  That’s simply the nature of RPGs, no one can anticipate what players are going to do. 
            So far, the adventure has been a railroad with very little chance for characters to change the course of the adventure once they have started.  Player actions, other than success or failure in an encounter, really don’t have much effect on the outcome of the module.  Players can make some choices, such as the order in which they tackle the encounters while defending the town of Greenest or which merchant they chose to work for.  Again, these problems are unavoidable with most pre-published modules.  That’s the social contract of an adventure module:  everyone agrees to stick with the general flow of the adventure, follow the clues, and work towards the goal of the adventure.  Attempting to derail or sidetrack the adventure disrupts the fun for everyone because the DM has very few options for resolving disruptive play, especially in Hoard of the Dragon Queen, and maintaining the adventure. 
            Having the NPCs and scenes pre-written is a benefit and saved me a lot of prep time, but that meant that I didn’t have the benefit of creating those same NPCs  and that I wasn’t as familiar with the goals and motivations of those characters.  Sadly, Hoard of the Dragon Queen doesn’t have any NPCs that really stand out.  Players are moving too fast from point to point for any NPC, villain or background character, to really make an impact.   Since the module is goal oriented (locate the destination of the Cult of the Dragon’s treasure caravan), players rarely get more than a day at any one stop.   I prefer to have a recurring cast of NPCs who constantly interact with the players and also change and grow along with the player characters.  That’s a small nitpick of just one module and is certainly not representative of all modules. 

            As a DM who is looking to improve my skills, Hoard of the Dragon Queen offers a tremendous example of how to vary adventure types to keep players from getting bored with an unending string of dungeons, escort missions, and treasure hunts.  The structure of Episode 3 which has the players working as escorts for a caravan that the Cult of the Dragon is using as cover to transport their stolen goods north offers a number of novel encounters.  Some are focused on combat while others simply require good roleplaying to resolve. 
            As noted above, the release schedule of D&D 5E meant that I didn’t have access to the information I needed to generate my own adventures.  This limitation meant that both of the groups for which I DM were stuck with the Hoard of the Dragon Queen module, and that I was able to observe how two wildly different groups dealt the same scenarios.  Each group progressed at their own pace, and currently one group is nearly an entire Episode ahead of the other.  The slower group has had the benefit of me seeing what problems occurred with the first group, and I could adjust some of the encounters or provide more accurate descriptions.  The most egregious problem with the adventure has been a poorly designed encounter against a group of powerful NPCs that occurs in Episode 3.  The fight is nearly unavoidable (because the adventure states that NPCs in the caravan most likely will start the fight if the players don’t) and the four antagonists who are each CR 8 in the encounter are much higher level than the party who have only just reached level 4.  More importantly, the NPCs’ weapons do enough damage to kill a player character with a single attack.  I don’t want to go too in depth in my description of the encounter as I don’t want to spoil the adventure for those who haven’t progressed this far, but those who have played or run this section of the module know exactly how bad this is encounter is.    
            Because so many people have been similarly limited, Hoard of the Dragon Queen has become a touchstone module that nearly everyone who has adopted D&D 5E is playing or has played.  Similar to Keep on the Borderlands or Against the Giants, Hoard of the Dragon Queen has become a shared experience in which players and DMs are swapping stories about how they overcame various encounters or offer criticism and suggestions for improving how the module can be run.  Every message board has at least one thread on Hoard of the Dragon Queen and I have found several videos on YouTube (such as The Escapist Magazine's game) and Twitch.tv of people running Hoard (although sadly I haven’t had a chance to watch them yet).  All of these are invaluable resources for DMs who want to run this module and provide different examples of how to run this module.

            I haven’t finished the Hoard of the Dragon Queen module for either group yet.  The holidays caused a long break in both campaigns, but I intend to finish the module for both groups.  One group will continue with The Rise of Tiamat, the sequel to Hoard of the Dragon Queen, while the other group will transition to adventures that I will write.  So far, running this module has been a success, and I’ve learned a lot from the experience.  My next goal will be to adapt modules from AD&D Planescape to D&D 5E for one of my groups.  Without a doubt, running a pre-published module has been a success, and I plan to run others if the opportunity arises.  A new module for D&D 5E, Princes of the Apocalypse, is scheduled for release in March and I will most likely run that one as well! 
            If you’d like to share your experiences on running a module for the first time or any memorable modules, please leave your comments below. 

Tuesday, May 28, 2013

The Perils of Character Optimization



            When I used to play Dungeons & Dragons 3.0, I would spend hours sitting on my bed, surrounded by books, with a notebook balanced on my lap as I made notes and built all kinds of characters:  dual-wielding, flamboyant Fighters, power-hungry Wizards, wrathful Drow Clerics, and mysterious Psychic Warriors.  I flipped through a dozen books, comparing Prestige Classes and selected the best Feats available.  I assembled the best progression of levels and feats and skills and Prestige classes that I could.  I wasn’t as successful at creating truly optimized characters like those found on many of the Third Edition or Pathfinder boards.  I certainly wasn’t clever enough to create the infamous Pun Pun.
            However, I do recall a few of those optimized characters of which I was really proud:  the “perfect” progression for a lightsaber focused Jedi in WOTC’s Star Wars Revised Edition and a female Drow fighter that migrated through three campaigns run by three different DMs but never really completed her story.  After several years and a couple of campaigns of Star Wars Revised Edition, I had a revelation about how I approached optimizing characters.   I began to think of a character’s growth through the levels as a story arc in and of itself much like JosephCampbell’s A Hero with a Thousand Faces except the progression was mapped as choices of Character Classes and Prestige Classes. 
Not Tomoe, but a pretty awesome Jedi
            Beginning as Jedi Padawan, my character, Tomoe was corrupted by one of the other PCs, a power hungry nascent Sith masquerading a politician’s aide who wanted to one day rule the galaxy following a similar story trajectory as Palpatine without the bad dialogue and fall into a reactor pit.  Tomoe was a prideful, young Jedi warrior from the Outer Rim who joined with the crew of a ship after they rescued her from some pirates.  Tomoe became close to the politician’s aide who had a knowledge of the history of the Jedi and Sith.  Eventually, Tomoe trusted this man more than her own Jedi Master.  The politician’s aide allowed the Jedi Master to discover that he was adherent of the Sith forcing Tomoe to choose between the Jedi and her friend.  She chose her friend and struck the Jedi Master down, but the Jedi slashed her across the face, blinding her.  Under the tutelage of the politician’s aide/Sith apprentice, Tomoe fell completely to the Dark Side and learned to use the Force to see without her eyes. 
            These events were planned by myself, the Game Master, and the player controlling the politician’s aide.  We’d agreed that the campaign wouldn’t be a traditional good defeats evil kind of game.  We’d play the villains, but I didn’t want to start my character as just another Sith.  I also had the idea of a blind Force-user that had empty black sockets instead of eyes and how terrifying that would be to face in battle.  The three of us worked on that character as a group and how Tomoe would fall to the Dark Side and eventually become a Sith Lord in her own right. 
            One of the mechanical benefits of becoming a Sith and taking levels in the Prestige Classes Sith Warrior or Sith Lord is that the player can trade levels of Jedi for levels of Sith Warrior or Sith Lord on a one for one basis.  Doing so has the benefit of giving the character more powers and feats.  Essentially it’s the same mechanic as a Black Guard trading away his or her Paladin levels which are no longer useful to an Evil-aligned character.  The downside to trading in these levels is that the Black Guard must remain Evil-aligned and if he or she returns to a good alignment then that character loses most of the benefits from the Black Guard levels.  All that’s left of those levels of Sith Warrior or Black Guard are the base attack bonus, skill points, feats acquired normally (not bonus feats), saving throws, and hit dice.  Class abilities, special abilities, bonus feats, and so forth are lost, never to be regained unless the character atones and becomes evil or a Sith again.  Essentially, the levels are an albatross around the character’s neck forever weighing her down and quite the opposite of optimization. 
            Completely taken over by the corruption of the Dark Side, Tomoe traded in her Jedi levels for levels of Sith Warrior gaining her the power and combat prowess she always knew that she should have.  Unfortunately, hubris was also her downfall when a much more powerful Sith Lord challenged her.  She couldn’t resist the challenge and set off alone to fight him, and the Sith Lord killed her.  The player and the character were both guilty of hubris in this instance.
            Nevertheless, I thought long and hard about this character after she died.  She had a great story and really fit into the world and the plot of the game.  Because I’m sentimental, I still have the character sheet which is the only reason I know that character’s name.  I began to wonder what would have happened to Tomoe if she would have lived.  By the time that she died, the politician’s aide was on his way to becoming a Senator of the Galactic Republic, and I’m certain if the campaign would have continued he’d have declared himself Emperor.  Would Tomoe have stood by him after he finally became Emperor?  
            Tomoe was a warrior first and foremost.  She enjoyed the thrill of battle and taking insane risks.  She loved that her name was spreading across the galaxy and that just her name was enough to cause her enemies to double check the locks on the doors at night.  More importantly, I realized that while she was devoted to the politician’s aide she was not evil.  Eventually she would become disillusioned with the politician’s aide’s promises of a better galaxy and realize that he was a tyrant with greater ambitions.  I don’t think she would have turned against him, but she wouldn’t have followed him after a point.  Instead, she would have set out alone disillusioned by both the weak Jedi who couldn’t stop the rise of a Sith Emperor and the Sith who were only interested in personal glory and power.  Forsaking both the Jedi and Sith and giving up the Force, I imagine she would have returned to the Outer Rim and joined a smuggler’s crew, leaving behind her name and everything about herself. 
            Tomoe’s character progression looked something like this:  for levels one through seven, she was a Jedi Guardian.  At level seven, she turned to the Dark Side and traded in four of her Jedi Guardian levels for an equal number of levels of Sith Warrior.  She eventually gained five more levels of Sith Warrior, one level of Sith Lord, and one level of Master Duelist.  So at the time of her death, she was a Jedi Guardian 3, Sith Warrior 7, Sith Lord 1, and Master Duelist 1.  This character was optimized for lightsaber combat and dueling which were my interests at the time. 
Wizards....
            If you’re a frequent visitor to some of the Dungeons & Dragons or Pathfinder forums, you’re probably familiar with the character optimization threads that are available.  Players have scoured the books and available classes to find exactly the best choices to make at each level in order to optimize a particular type of character class.  Whether you want to play a sword and board fighter or the all-powerful wizard, optimized builds are available where all the choices for feats, skills, and so forth are already made.  At each level, the best possible choices are weighed and then a favorite or favorites are given.  Even the individual classes are compared and divided into tiers.  In D&D 3.5, Wizards and Priests are in the highest tier with other classes filling in below them.  Fighter obviously in considered one of the worst classes just above NPC classes like Warrior, Aristocrat and Noble. 
            The players and Dungeon Masters who developed the optimized character builds and tier system have done amazing work that should be recognized for the impressive amount of research invested.  Going through the dozens of books available for D&D 3.5 and selecting the best feats and comparing so many possible character classes is a Herculean task akin to cleaning out the Augean stables.  And with the amount of muck found in some of D&D books, I’d rather be Hercules than the gamers who refined the tier system and optimization guides.  Entire guides have been made available for players who want to optimize their characters, and these guides are offered free of charge on forums or other blogs.  As much I laud these gamers for creating these resources, I consider these guides a serious problem for the gaming community. 
            We now know that there is a clear, correct choice for any character at any given level.  The best Wizard specialty is Conjurer.  Fighters, Monks, and Paladins are comparatively the weakest classes in the Player’s Hand Book.  Wizards shouldn’t choose Magic Missile as one of their starting spells; they should choose Color Spray or Sleep instead.  Some choices are obvious others are less so.  Given the mechanics of Dungeons and Dragons, a best choice exists amongst the multitude of options.  This isn’t a bad thing, but it does have an unintended consequence:  characters become homogenous.  All Wizards follow the same general progression, choosing the same spells, the same feats, and the same prestige classes.  Fewer players select Monk for their class because of its comparative weakness to the Ranger. 
            I don’t mean to be unfair to people who play Dungeons & Dragons.  Gamers who play White Wolf products have the same problem.  Rarely does a player in Vampire the Masquerade have to do more than spend experience points to acquire a new Ability or Discipline.  How many characters in Werewolf the Apocalypse go on an Umbral quest to find the spirit who can teach them a new gift?
            The Storyteller games, Werewolf, Vampire, Mage, have their own versions of optimizers as well.  Activating Disciplines, for example, requires the character to roll an attribute plus an ability.  In order to optimize a character in this system, players need to ensure that their characters have high ranks in the attribute and ability in order to make sure that they can successfully activate the Discipline.  For example, a Toreador has Dread Gaze, the second level of Presence, in order to activate that ability the character needs to roll Charisma plus Intimidation.  If the character doesn’t have Intimidation and/or has a low Charisma, then the chances of successfully using Dread Gaze are very low.  Optimally, a Toreador with Dread Gaze should have points in Intimidation, but that doesn’t make sense for every Toreador.  Some Toreadors character concepts aren’t going to be intimidating, but will have Dread Gaze because they want the higher Presence abilities like Summon or Entrancement.  If I were to build an optimal Toreador character with Presence, I would put points in any Ability that was required to activate Presence Disciplines. 
And now you're off to play Bloodlines...
            Character creation offers a number of ways to optimize a Vampire the Masquerade character.  Generation is probably the most important stat to improve because improving Generation during game play is difficult and risky.  So putting your starting five Background dots into Generation is an obvious choice.  Doing so means that the character starts the game with the largest possible blood pool for a new character, 15 blood points, and the character can use the most blood points per turn for a beginning character, 3.  Willpower is another trait that can be maximized at character creation.  Willpower costs one freebie point to increase during character creation, but Willpower costs Current Rating times one to increase with experience points.  Of all the available Disciplines, Thaumaturgy is the most versatile with a myriad of available paths that are cheaper to learn and improve than other Disciplines.  The maximum points in Flaws can be selected without reducing the effectiveness of a character. 
            And after character creation is complete, the steps to continue optimizing a Storyteller System character can be decided to further optimize a character.  While the statistical progression for a Storyteller System character is not a clear cut as a Dungeons & Dragons character, an optimal progression can be determined.  By selecting out of clan Disciplines, characters can be further optimized.  An Assamite assassin would be improved upon with addition of Potence which would cause more damage or Protean 2 which gives the vampire claws that do aggravated damage.  I’m sure there are plenty of forums and blogs that offer excellent suggestions for optimizing characters. 
            Now, let’s put Tomoe into this situation.  I’d effectively optimized Tomoe, because if you are familiar with WotC’s Star Wars Revised Edition or just Star Wars in general, you know that the Jedi are one of the best classes.  Access to Force skills and feats make the Jedi or the Sith far better classes than Smuggler, Noble, or Soldier.  Much like the Wizard in D&D, a Jedi was a better soldier than the Soldier and a better smuggler than the Smuggler because of the Jedi had access to the Force.  However, assuming Tomoe survived, eventually she would have given up the Dark Side, forsaken the Force, thrown away her lightsaber, lost access to many of her class features, and begun to take levels in Smuggler.  Every choice at this point is sub-optimal. 
Yes, this is a real book.
            Every choice is sub-optimal from the stand point of generating a set of best system statistics.  However, from the stand point of story and character growth, those are the optimal decisions.  In Tomoe’s case, the character’s growth in the story is reflected in the progression of classes that were chosen when she leveled up.  From Jedi to Sith to outcast. 
            What’s really lost when players and Game Masters begin to think of characters as sets of statistics functioning within a rule set is they are also characters within a story.  In order to optimize a character, however, the player has to separate a character’s statistical progression from a character’s story progression.  Even the Game Master’s campaign becomes polluted by the separation between statistical progression and story progression, because the characters’ growth is only determined by their experience points rather than their progression in the world.  More so than the players, the Dungeon Master is at fault because he has designed a world that allows characters to progress from class to prestige class and so on without requiring characters to earn a new class or prestige class.  The acquiring of a new class or prestige class is hand waved.  It happens off-screen and isn’t even mentioned beyond the player saying that he’s met the prerequisites and is going to finally get that first level of a prestige class or whatever.  The Storyteller is at fault because the only thing separating a character from a new Discipline is the experience points required. 
            Perhaps the most famous Dungeons & Dragons character is the Drow Drizzt Do’Urden of the Forgetten Realms Setting.  Drizzt was trained by his father to be a Weapon’s Master for his mother’s house.  He eventually abandoned Menzoberranzan and set out into the Underdark where he was driven to survive by “the Hunter” persona which drove him to survive and allowed him to unleash his rage upon those who threaten him.  Finally, Drizzt arrives on the surface where he is trained by the Ranger Montolio.  Drizzt’s character progression is Fighter to Barbarian to Ranger, and according to the Third Edition Forgotten Realms Campaign Guide, Drizzt is a 10th level Fighter, 1st Level Barbarian, and a 5th level Ranger.  There is nothing optimized about Drizzt’s build.  He uses two scimitars which would incur an extra penalty for using a medium sized weapon in his off hand.  According to his character history, he would have gained his Two Weapon Fighting Feat as a Fighter, and not as a Ranger which means that he would have chosen the archery combat style (in 3.5) or not gained any bonus feat because he already had Two Weapon Fighting (in 3.0). 
Not Drizzt.  Just a clone!
Although I realize that Drizzt’s creation predates the introduction of D&D 3.0, Drizzt’s progression as a character still provides an example of story and character outshining stat optimization.  Drizzt is memorable because of his story and his fighting style, not because of the numbers on a character sheet.  If Drizzt had just remained a Fighter, he would have been a more optimized character.  If Drizzt had chosen to use one scimitar or one scimitar and a dagger, he would be a more optimized character.  However, personality won out over statistics, and every D&D game set in the Realms had a Drow Ranger who wielded two scimitars.  The prevalence of Drizzt clones was so wide that even today, gamers groan when they hear someone wants to play a good Drow regardless of class or weapon choice. 
                        While most of this article is directed at the players, an important note should be included for Storytellers, Dungeon Masters, and Game Masters.  Many of us play D&D or Pathfinder, and as a player, I love Prestige Classes.  They can help define an entire character because of their special class abilities, but they have strict requirements.  I have a three part suggestion for Game Masters of these kinds of games.  First, talk with your players about what they want to do with their characters.  Give them opportunities to earn a Prestige Class, but make sure that the Prestige Class serves the overall plot of the campaign.  No player has a right to any particular Prestige Class just because it seems cool or has an awesome ability or they need it for their build.  If the Prestige Class fits into your campaign, then make the character’s acquisition of that class a big moment in the game.  Not only that, but also make sure that the character’s growth towards that Prestige Class is equally as rewarding.  If they need a level of Arcane Spellcasting in order to qualify as an Arcane Archer, make sure they meet a Sorceror who can tutor them and provide clues about a special order of elves and half-elves who can make nigh-impossible shots with a bow.  Second, provide access to lots of different Prestige Classes throughout your game.  Rumors and hints of orders of powerful Eldritch Knights or mysterious cloister Lore Masters can provide reasons for characters to travel to new locations seeking mentors.  And perhaps along the way, the PC will be saved by a servant of one of the gods and decided to declare his service to this new patron and become a Paladin.  Third, because Prestige Classes have strict requirements, allow characters to retrain and change a Feat or Skill in order to meet the prerequisites for the Prestige Class they want.  Rules for retraining are available in some D&D supplements.  This minor change will allow players to adapt to the opportunities presented to them rather than being stuck in a rigid progression.
For those of us who prefer Vampire the Masquerade or Werewolf the Apocalypse, we need to make characters earn their Disciplines and their Gifts.  Learning Serpentis means making a deal with a Setite.  What favor is she going to require as payment?  Assamites will rarely teach an outside Quietus, but if the PC could diablerize one, then perhaps he gain power from the Assamite’s blood?  Even when a character finds a mentor willing to teach a Discipline with no strings attached, the V20 rule book states that the learner must drink a point of vitae from the teacher.  That’s one step blood bound to the teacher.  Is that worth the risk of learning a new Discipline?  Opportunities can present themselves as the vampire PC progresses through the plot of the Chronicle as well.  A blood hunt that ends in the PC diablerizing the target can offer access to a new Discipline that the player didn’t realize he wanted.  Unlike D&D or Pathfinder, the Storyteller System is more forgiving because none of the Disciplines have prerequisites like a Prestige Class. 
I've always loved Pathfinder's art style
While players often groan about the plot railroad, they have no problem putting their characters on a progression railroad.  I think it’s time for players to abandon their rigid stat progression for a more story and character personality based approach.  This would be no different from Storytellers putting aside their railroady plots.  The key to this process is that the Storyteller and the Player need to talk and discuss what each one wants from the game.  Both have to be willing to compromise and keep in mind that the goal of the game is for everyone to have fun, players and Storyteller.  The Storyteller needs to bring a clear idea about the plot and the world.  The player needs to bring a clear character concept.  Both need to be willing to let the world, plot, and character grow naturally rather than being confined to a progression or a strict plot structure. 
When you sit down, surrounded by books, trying to work out the best progression for your character so that he or she can get to the Black Guard Prestige Class at the perfect level, you are robbing yourself of a chance to see where a campaign may take the character you play.  Those carefully crafted pre-planned character progressions rob you of the opportunities you may encounter over the course of a campaign.  The characters begin to all seem the same.  The same progressions, the same wizards, the same spells.  The same clan, the same abilities, and the same Disciplines.  I am not saying that you shouldn’t have some idea where you want your character to end up.  I knew exactly how I wanted Tomoe to progress, but I made those choices to serve the story and not what would make her stats the best.   I was open to changing that progression as well, and in the end, Tomoe was not a collection of stats but a memorable character that changed the way I approach character creation.