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<blockquote data-quote="Henry" data-source="post: 4063798" data-attributes="member: 158"><p>First of all, a moderator warning:</p><p></p><p><span style="color: Red">Let's please not disparage each other's gaming preferences. It's not polite.</span></p><p></p><p></p><p>Now, with that said:</p><p></p><p>Do you know the children's book <u>Green Eggs and Ham?</u> Dr. Seuss, its author, limited himself as a writing exercise to only fifty words, total, for the book. As a result, he wrote one of the top-selling children's books of all time. It's equally valid and rewarding working within the constraints of the system, as it is to making the system conform to your concept.</p><p></p><p>I like to think of them as two different approaches. For some games (like Dread, or Savage Worlds, Mutants and Masterminds, or Shadow of Yesterday, or games in that vein) building concept and then picking abilities to fit works much better. For others, like D&D, it's neat to look at all combos, picking one, and then figure out how the build you make can have an equally rewarding characterization, goals, etc. It's just as much "roleplaying yourself" as someone who uses the same concept repeatedly, no matter the game system. Even then, some people like a certain concept because it's an idealization of what they like to be, or as Robin Laws calls it, "the Specialist" gamer. The "Tactician" or "Power Gamer" might enjoy the challenge of making a character from parts into a whole.</p><p></p><p>I'll do either one; I usually treat it as two different approaches to gaming, similar to how I won't approach Poker in the same way I approach Pictionary.</p></blockquote><p></p>
[QUOTE="Henry, post: 4063798, member: 158"] First of all, a moderator warning: [COLOR=Red]Let's please not disparage each other's gaming preferences. It's not polite.[/COLOR] Now, with that said: Do you know the children's book [U]Green Eggs and Ham?[/U] Dr. Seuss, its author, limited himself as a writing exercise to only fifty words, total, for the book. As a result, he wrote one of the top-selling children's books of all time. It's equally valid and rewarding working within the constraints of the system, as it is to making the system conform to your concept. I like to think of them as two different approaches. For some games (like Dread, or Savage Worlds, Mutants and Masterminds, or Shadow of Yesterday, or games in that vein) building concept and then picking abilities to fit works much better. For others, like D&D, it's neat to look at all combos, picking one, and then figure out how the build you make can have an equally rewarding characterization, goals, etc. It's just as much "roleplaying yourself" as someone who uses the same concept repeatedly, no matter the game system. Even then, some people like a certain concept because it's an idealization of what they like to be, or as Robin Laws calls it, "the Specialist" gamer. The "Tactician" or "Power Gamer" might enjoy the challenge of making a character from parts into a whole. I'll do either one; I usually treat it as two different approaches to gaming, similar to how I won't approach Poker in the same way I approach Pictionary. [/QUOTE]
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