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Character ability v. player volition: INT, WIS, CHA
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<blockquote data-quote="pawsplay" data-source="post: 4982737" data-attributes="member: 15538"><p>This is a very solid post. I am going to pick apart some of these items.</p><p></p><p></p><p></p><p>That's a stylistic difference. I think it's ok to narrate some or even most of the time, provided you speak in character at least some of the time. Similarly, although a player who speaks mostly in character is usually a blessing, sometimes the more extraverted types can drag the adventure for players who are looking for evens to move. Also, it can create hiccups if the player does not communicate at a meta level. For instance, the lovely speech to his Lairdship might get rewound if it turns out his Lairdship does not allow people to get physically close to him and uses an emissary.</p><p></p><p></p><p></p><p>While I appreciate a well-developed character, there is nothing wrong with leaving some blank on the slate, even if you have a master plan for developing your character's abilities. For one thing, your numerics may be only tangentially related to your character's personality development. Devising such details as your character's hometown, mom's name and so forth can be a source of plot hooks, but it can also hem in future possibilities and can give the sense the character's most interesting experiences are behind them. I am far more concerned about the player being engaged, in the moment, "as if" the character, than the stylistic question of well developed background versus a few good hooks.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4982737, member: 15538"] This is a very solid post. I am going to pick apart some of these items. That's a stylistic difference. I think it's ok to narrate some or even most of the time, provided you speak in character at least some of the time. Similarly, although a player who speaks mostly in character is usually a blessing, sometimes the more extraverted types can drag the adventure for players who are looking for evens to move. Also, it can create hiccups if the player does not communicate at a meta level. For instance, the lovely speech to his Lairdship might get rewound if it turns out his Lairdship does not allow people to get physically close to him and uses an emissary. While I appreciate a well-developed character, there is nothing wrong with leaving some blank on the slate, even if you have a master plan for developing your character's abilities. For one thing, your numerics may be only tangentially related to your character's personality development. Devising such details as your character's hometown, mom's name and so forth can be a source of plot hooks, but it can also hem in future possibilities and can give the sense the character's most interesting experiences are behind them. I am far more concerned about the player being engaged, in the moment, "as if" the character, than the stylistic question of well developed background versus a few good hooks. [/QUOTE]
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