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Character vs. Campaign
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<blockquote data-quote="payn" data-source="post: 8460741" data-attributes="member: 90374"><p>Early in my career I fell into trying to the trap of trying to push my pet character idea into any campaign. My part in that was I was new and really wanted to play characters I was super interested in. Another part, was GMs lack of campaign material and communication. After getting a few shots at the GMs chair, I understood more how important campaigns are and that players fit them nicely. At this point, I find myself asking for more and more info and detail from my GM so that I can custom fit a character I want to play in their game. I've come full circle as a campaign investor over character. After all, there will always be another campaign and another group to try out character concepts. </p><p></p><p>Further more, I started reading Paizo adventure path players guides and a whole world opened up to me. Regardless of what you think of adventure paths, the players guides are a model everyone should follow in my opinion (free to donwload from Paizo site). These guides allow players to sit and stew in the campaign setting. The guide provides ideas on how to make the characters you want, in the setting the GM wants to run. Most importantly, the guides cover both mechanics <em>and</em> theme of the campaign. I find the inclusion of both helps players who get caught up in the flavor and those most interested in mechanics.</p></blockquote><p></p>
[QUOTE="payn, post: 8460741, member: 90374"] Early in my career I fell into trying to the trap of trying to push my pet character idea into any campaign. My part in that was I was new and really wanted to play characters I was super interested in. Another part, was GMs lack of campaign material and communication. After getting a few shots at the GMs chair, I understood more how important campaigns are and that players fit them nicely. At this point, I find myself asking for more and more info and detail from my GM so that I can custom fit a character I want to play in their game. I've come full circle as a campaign investor over character. After all, there will always be another campaign and another group to try out character concepts. Further more, I started reading Paizo adventure path players guides and a whole world opened up to me. Regardless of what you think of adventure paths, the players guides are a model everyone should follow in my opinion (free to donwload from Paizo site). These guides allow players to sit and stew in the campaign setting. The guide provides ideas on how to make the characters you want, in the setting the GM wants to run. Most importantly, the guides cover both mechanics [I]and[/I] theme of the campaign. I find the inclusion of both helps players who get caught up in the flavor and those most interested in mechanics. [/QUOTE]
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