Baron Opal II
Legend
And that's hard to do sometimes. The vast majority of my characters are playing pieces. A few make it to imaginary people who might make different decisions than I would. It's an interesting frission; I can only imagine it is what authors mean when they say they "lose control of a character".As players it's just so incredibly difficult to make that psychological distinction. The constant tug against just keeping your PC alive to fight another day, versus really delivering what would be viewed as an overwhelming psychological need for the character. To care about the character, you actually have to CARE ABOUT the character. You have to view the character's psychological need as something real, something tangible, to the point that you have to play the character in a way that does not defy those needs.
I was one of four players in a game centered in the city of Sanctuary, the setting of the short story collection. Rules were RuneQuest. My friend's character was Connor, a Scottish-themed character with a war flail. Over time, he ended up finding a romance with a woman who had a 10 yr old. Once we had a really big score, my friend announced that Connor was retiring. "He has everything he ever wanted. He can only lose through adventuring now." It was a shock, and we all felt a real sense of loss. Connor was a great friend to our characters, and the new guy could never fill those shoes.
Good times.