I have tended to hate most druid concepts and yet have a Druid in my game.
The truth is, most of my problem with Druids came out of a narrow slice of players that favored them in previous editions. First, they were players that picked it for optimization purposes (and I tend to dislike optimization as a principle around which ones makes a character), freedom from behavioral obligation (which I’m sympathetic to only to a point, playing a character that is purely unpredictable and, thus, runs the high potential of being merely morally arbitrary is frustrating to me), and as an end run around some very “human” story and drama (given that they could acknowledge never having to care about much of anything happening). Those that weren’t doing THAT wanted to be Captain Planet. Hate druids. Always have.
So, naturally, in my current game a player I trust who is open to letting me edit the world around his PC frequently, wanted to play one and I agreed–because it’s a new addition and I might as well try and make it work.
So, here are what druids in my games are like–the party have met 3 and has one in it.
1. Druids are created
In my game, being a druid means something catastrophic had to happen to you. You were something before (background) and then the whole world spoke through you and changed you. I want people to imagine maybe Jack Hawksmoor from “THe Authority” where he’s abducted in instants all throughout his childhood in harrowing, dangerous, brutal ways and slowly turned into the protector of cities (which are living things, we just don’t know it). Or consider Neo in the Matrix (just the first one), he didn’t ask for it and goes through hellacious trials and is simply charged with BEING the one. The world (destiny) needed someone for a purpose, this is why Druids exist. Continue reading