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<blockquote data-quote="Psikerlord#" data-source="post: 6813246" data-attributes="member: 93321"><p>I like to feel like I am exploring the fantasy world, imagining the environment and people and monsters etc. I don't really too much about "playing my PC's personality". I usually have a few catchphrases, and a go to "theme" or goal like pirate, or greed, or whatever, and try to stick to that, but otherwise play the PC pretty fast and loose. As far as my PC goes, I am most interested in achieving "cool moments" in play - fun and memorable scenes that I'll remember in years to come. </p><p></p><p>I have come to the view that it is best (for me) to let PC personalities unfold in play. I used to write up paragraphs of history and personality, but it never really got used, or it felt like a limiting factor. I understand where the bonds/flaws concept is coming from, but now I prefer just jumping straight into the game with a name and very brief background (one paragraph max), and then winging it. Letting the PC develop organically I guess? As the sessions roll on, it's interesting to see how the PC develops. Eg: she gets hammered early on and so develops a more cautious and planning attitude. Or he destroys his foes easily and develops a very brazen and bold approach. That sort of thing.</p></blockquote><p></p>
[QUOTE="Psikerlord#, post: 6813246, member: 93321"] I like to feel like I am exploring the fantasy world, imagining the environment and people and monsters etc. I don't really too much about "playing my PC's personality". I usually have a few catchphrases, and a go to "theme" or goal like pirate, or greed, or whatever, and try to stick to that, but otherwise play the PC pretty fast and loose. As far as my PC goes, I am most interested in achieving "cool moments" in play - fun and memorable scenes that I'll remember in years to come. I have come to the view that it is best (for me) to let PC personalities unfold in play. I used to write up paragraphs of history and personality, but it never really got used, or it felt like a limiting factor. I understand where the bonds/flaws concept is coming from, but now I prefer just jumping straight into the game with a name and very brief background (one paragraph max), and then winging it. Letting the PC develop organically I guess? As the sessions roll on, it's interesting to see how the PC develops. Eg: she gets hammered early on and so develops a more cautious and planning attitude. Or he destroys his foes easily and develops a very brazen and bold approach. That sort of thing. [/QUOTE]
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