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<blockquote data-quote="nexalis" data-source="post: 6956016" data-attributes="member: 6855206"><p>A lot of people on these boards seem to project from their own experiences when making generalizations about the evolution of D&D. I started playing D&D in 1978, and from the very beginning, I was crafting detailed backstories for all of my characters and very much focused on 'roleplaying', and only tangentially concerned with 'rollplaying'. I believe that play styles varied just as much back in "the old days" as they do now. It very much depended on who you were playing with.</p><p></p><p>Over the years, my pendulum has swung back and forth to settle somewhere in the middle, much like @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6689161" target="_blank">Warpiglet</a></u></strong></em>.</p><p></p><p>These days I tend to optimize within the constraints of a particular character concept, just like @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=97077" target="_blank">iserith</a></u></strong></em>. I first come up with a concept that appeals to me, and then I attempt to craft the most effective character possible while still remaining true to that concept. For the concept itself, I often draw inspiration from artwork or from stories. I have my own player biases to contend with as well. I don't do "dour and taciturn" very well since it clashes too much with my own personality, and I won't play characters with below average mental stats. </p><p></p><p>My most recent character, for instance, evolved as follows: </p><p></p><p>I thought it would be fun to play a fat and jovial stout halfling cleric modeled after Friar Tuck. Belzimer Frump (a.k.a. Brother Belzimer) was a cook at a temple called "The House of Plenty", and he is always concerned about making sure that everyone has enough to eat and drink. Within these constraints (i.e. stout halfling, quarterstaff wielder, proficiency with Cook's Utensils, etc.), I set out to create the most effective character possible, filling in certain character details to justify mechanical choices.</p></blockquote><p></p>
[QUOTE="nexalis, post: 6956016, member: 6855206"] A lot of people on these boards seem to project from their own experiences when making generalizations about the evolution of D&D. I started playing D&D in 1978, and from the very beginning, I was crafting detailed backstories for all of my characters and very much focused on 'roleplaying', and only tangentially concerned with 'rollplaying'. I believe that play styles varied just as much back in "the old days" as they do now. It very much depended on who you were playing with. Over the years, my pendulum has swung back and forth to settle somewhere in the middle, much like @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6689161"]Warpiglet[/URL][/U][/B][/I]. These days I tend to optimize within the constraints of a particular character concept, just like @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=97077"]iserith[/URL][/U][/B][/I]. I first come up with a concept that appeals to me, and then I attempt to craft the most effective character possible while still remaining true to that concept. For the concept itself, I often draw inspiration from artwork or from stories. I have my own player biases to contend with as well. I don't do "dour and taciturn" very well since it clashes too much with my own personality, and I won't play characters with below average mental stats. My most recent character, for instance, evolved as follows: I thought it would be fun to play a fat and jovial stout halfling cleric modeled after Friar Tuck. Belzimer Frump (a.k.a. Brother Belzimer) was a cook at a temple called "The House of Plenty", and he is always concerned about making sure that everyone has enough to eat and drink. Within these constraints (i.e. stout halfling, quarterstaff wielder, proficiency with Cook's Utensils, etc.), I set out to create the most effective character possible, filling in certain character details to justify mechanical choices. [/QUOTE]
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