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<blockquote data-quote="Barastrondo" data-source="post: 4830562" data-attributes="member: 3820"><p>It certainly depended on the group. For example, consider the barrier of a character who has a beloved NPC — maybe a spouse, or a true love, or even just the friendly and distinctive bartender at the local watering hole — that is part of the player's concept of the character. The character isn't the same without his supporting cast. And the new GM might not care about his supporting cast at all, or handle them poorly to the player's mind.</p><p></p><p>That's a <em>tremendous</em> barrier for some players. I know my wife wouldn't ever consider transplanting a character between worlds, because her character's social ties are a huge part of how she defines the character. You see who the character is based on how she reacts to the members of her church, her family, the local proprietors. The in-character goals are an important part of the play experience, and they're tied to those specifics.</p><p></p><p>Add in the expansion of more options among more RPGs. It becomes easier and easier to have a large list of characters you'd like to play someday but haven't gotten around to yet. For some, a new game is an excuse to create a new character, not an excuse to revisit a character left out in the pasture. They don't even have to be mechanical options, mind. I'd like to play a Sinbad-esque corsair at some point myself; but I also want to play him in an Arabian Nights-style game that showcases what's fun about the archetype, and would pass on the opportunity of having him go into a megadungeon in a very white-European-inspired setting. I'd want the corsairing, not the traps and suspicious doors and caverns filled with monstrosities.</p><p></p><p>People have the option to do more, absolutely. But I think that also applies to the play experience they're after. You can't help but see some splintering there. For some, the dungeon is the Descent Into the Underworld, the centerpiece of what the game is about. For others, it's an adventure site among many, fun for a bit but not something you want as the majority of the game. I think it's pretty awesome that we've been figuring this out, too, as more people have the opportunity to find the game that suits them perfectly.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4830562, member: 3820"] It certainly depended on the group. For example, consider the barrier of a character who has a beloved NPC — maybe a spouse, or a true love, or even just the friendly and distinctive bartender at the local watering hole — that is part of the player's concept of the character. The character isn't the same without his supporting cast. And the new GM might not care about his supporting cast at all, or handle them poorly to the player's mind. That's a [I]tremendous[/I] barrier for some players. I know my wife wouldn't ever consider transplanting a character between worlds, because her character's social ties are a huge part of how she defines the character. You see who the character is based on how she reacts to the members of her church, her family, the local proprietors. The in-character goals are an important part of the play experience, and they're tied to those specifics. Add in the expansion of more options among more RPGs. It becomes easier and easier to have a large list of characters you'd like to play someday but haven't gotten around to yet. For some, a new game is an excuse to create a new character, not an excuse to revisit a character left out in the pasture. They don't even have to be mechanical options, mind. I'd like to play a Sinbad-esque corsair at some point myself; but I also want to play him in an Arabian Nights-style game that showcases what's fun about the archetype, and would pass on the opportunity of having him go into a megadungeon in a very white-European-inspired setting. I'd want the corsairing, not the traps and suspicious doors and caverns filled with monstrosities. People have the option to do more, absolutely. But I think that also applies to the play experience they're after. You can't help but see some splintering there. For some, the dungeon is the Descent Into the Underworld, the centerpiece of what the game is about. For others, it's an adventure site among many, fun for a bit but not something you want as the majority of the game. I think it's pretty awesome that we've been figuring this out, too, as more people have the opportunity to find the game that suits them perfectly. [/QUOTE]
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