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<blockquote data-quote="Jhaelen" data-source="post: 7649705" data-attributes="member: 46713"><p>I tend to get emotionally attached to characters after playing them for a long time. My pcs usually have a well-developed background and a 'hierarchy' of goals.</p><p>I enjoy challenging encounters if they're not too frequent and if there's something at stake that 'matters' in the context of the campaign or my personal story.</p><p></p><p>When one of my characters dies (permanently) after having achieved a fair number of goals I definitely feel the loss. I think the main reason is his 'unfinished' story and it makes me sad to think about the events that will never happen because he died 'early'.</p><p>When I roll up a new pc, I usually try to make him as different from the previous pc as possible. I hate repeating myself or even recycling (parts of) old pcs.</p><p></p><p>My current 4e Dark Sun character has just arrived at a point where I'd hate to see him die: It's an evil Dray sorcerer and Templar of Dregoth planning to infiltrate the cities to bring about the downfall of the other sorcerer kings to pave the way for his master. I didn't actually expect him to make it very far, but now I tremendously enjoy playing the character. His backstory has actually come to drive most of the campaign so far, so apparently my GMs also like the pc and several close encounters showed they don't want to see him die just because of a bad die roll or two.</p><p>If the character is to die (or being forced to retire) I'd like it to be in a way that is 'significant'. E.g. I would be fine with him being exposed as a spy or uncovering his true goals leading to his demise. But being slain by bandits? Not so much.</p><p></p><p>I quite fondly remember a pc in a Runequest campaign who was basically a village priest who was forced to go out and proactively defend his village from a nearby temple of chaos. After succeeding in rooting out the cultists and destroying the temple I felt the most reasonable course for the character was to basically retire from adventuring at least for a time, to rebuild and fortify the village. So my GM decided to have an army arrive, burn down the village and slaying everyone while I was away on a short trip to a nearby city. I was quite annoyed about this initially but came to realize that this was probably for the better of the campaign. I felt my character's loss, though, and decided to have him swear revenge, forgetting about his previous priorities and basically turned him into a completely different character.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 7649705, member: 46713"] I tend to get emotionally attached to characters after playing them for a long time. My pcs usually have a well-developed background and a 'hierarchy' of goals. I enjoy challenging encounters if they're not too frequent and if there's something at stake that 'matters' in the context of the campaign or my personal story. When one of my characters dies (permanently) after having achieved a fair number of goals I definitely feel the loss. I think the main reason is his 'unfinished' story and it makes me sad to think about the events that will never happen because he died 'early'. When I roll up a new pc, I usually try to make him as different from the previous pc as possible. I hate repeating myself or even recycling (parts of) old pcs. My current 4e Dark Sun character has just arrived at a point where I'd hate to see him die: It's an evil Dray sorcerer and Templar of Dregoth planning to infiltrate the cities to bring about the downfall of the other sorcerer kings to pave the way for his master. I didn't actually expect him to make it very far, but now I tremendously enjoy playing the character. His backstory has actually come to drive most of the campaign so far, so apparently my GMs also like the pc and several close encounters showed they don't want to see him die just because of a bad die roll or two. If the character is to die (or being forced to retire) I'd like it to be in a way that is 'significant'. E.g. I would be fine with him being exposed as a spy or uncovering his true goals leading to his demise. But being slain by bandits? Not so much. I quite fondly remember a pc in a Runequest campaign who was basically a village priest who was forced to go out and proactively defend his village from a nearby temple of chaos. After succeeding in rooting out the cultists and destroying the temple I felt the most reasonable course for the character was to basically retire from adventuring at least for a time, to rebuild and fortify the village. So my GM decided to have an army arrive, burn down the village and slaying everyone while I was away on a short trip to a nearby city. I was quite annoyed about this initially but came to realize that this was probably for the better of the campaign. I felt my character's loss, though, and decided to have him swear revenge, forgetting about his previous priorities and basically turned him into a completely different character. [/QUOTE]
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