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<blockquote data-quote="Eolin" data-source="post: 2023539" data-attributes="member: 13266"><p>A bit of sarcasm. Hackmaster is a 1e/2e/rolemaster spoof with amazingly large tables. You can selection to take a number of flaws at character creation (you get character points for these), and role for them randomly.</p><p></p><p>Ever seen a character whose a greedy self-absorbed jerk with delusions that he's a dragon transformed by an evil gawd?</p><p></p><p>I have. He was a cleric named Luthwyr, and a great and fun character. He disliked humans because they were bags of meat.</p><p></p><p></p><p></p><p>But yeah, I don't think roleplaying really comes from rules. Rules are great to determine outcomes and that sort of thing, but roleplaying is what we're doing when we're not being stategic. Rules, by definition, are limiters. This can be a good thing, or a bad thing. Knowing who your character is, where (s)he is from, the family life, etc etc can definetly help roleplaying -- but I know of no reason this needs to be codified.</p></blockquote><p></p>
[QUOTE="Eolin, post: 2023539, member: 13266"] A bit of sarcasm. Hackmaster is a 1e/2e/rolemaster spoof with amazingly large tables. You can selection to take a number of flaws at character creation (you get character points for these), and role for them randomly. Ever seen a character whose a greedy self-absorbed jerk with delusions that he's a dragon transformed by an evil gawd? I have. He was a cleric named Luthwyr, and a great and fun character. He disliked humans because they were bags of meat. But yeah, I don't think roleplaying really comes from rules. Rules are great to determine outcomes and that sort of thing, but roleplaying is what we're doing when we're not being stategic. Rules, by definition, are limiters. This can be a good thing, or a bad thing. Knowing who your character is, where (s)he is from, the family life, etc etc can definetly help roleplaying -- but I know of no reason this needs to be codified. [/QUOTE]
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