Characters defined by "their stuff"


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diaglo said:
*beats hong with a schtick*

Stick, d00d. Stick.

then you also won't remember the "relatives" rules in Booklet I of OD&D. ;)

I can just see character creation now.

"Where's that 3d6... right, I got the stats... and the class... and the next of kin...."

and this is what i agreed with you at the start of this thread. iirc.

Unfortunately, it seems some other people can't quite get the idea around the idea that metagame and ingame knowledge are two separate things.
 

Bendris Noulg said:
And here I was thinking that I might add "OG" to the beginning of my screen name. ;)

I don't question this. My question is if these concepts would have as much appeal (indeed, would the game have as much appeal) if the "stuff" wasn't part of the equation.

When a player says they have desire to play in a game with less items, then I'd say it's a safe bet that items are very much important to that player's definition of character concept.

No, Bendy. You still do not comprehend, even, it seems, after 20-odd years. These items may be very important to the player's definition of the _game_. They may want to play a game where they get lots of toys, lots of special powers, and so on. But the game is not the same as the character concept, unless you have a very strange picture of what goes on in most players' heads.

If items are important to a player, then you can say two things: 1) they like gaining powerups (since that's basically what items are), and 2) they like game balance (at least to the extent that it means they don't get left behind). Neither of these have anything to do with character concepts. They have everything to do with game design, and the aspects of the game that appeal to a player most.

These are metagame concepts, not in-game, and to confuse the two is folly. You can have a strong character concept, plenty of in-game interaction and storytelling, and also have items coming out your wazoo. You can also have a character with the personality of cardboard, who has nothing but a rusty sword. The two issues -- depth of characterisation and amount of gear -- are entirely orthogonal.

And you must admit, there is no shortage of such players.

Terrible, isn't it.
 

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