JoeGKushner
Adventurer
I know that you can have a very rich and detailed rules setting without it effecting the role playing aspects.
Lately however, as I'm playing and running, I rarely hear players talk about the character as a character but rather a collection of abilities. I'm hoping that as I use NPCs and unique locations and historical bits that the players playstyle will mesh better with what I enjoy about the game as opposed to the players just being a collection of powers. And the reason I hope that is because at the end of the day, if the GM wants to kill the characters, regardless of what abilities they have, how uber they are made, he'll kill them. The GM is always the last authority. Now I know that's not fair, etc... and certainly not my own plan. I'd try to find another group with a better mesh to my playstyle
. I just don't get the appeal of all the planning and working and min-maxing without the character to back it up.
For example, I'm getting ready to run 4e in the Forgotten Realms (old school, not the 4e version) and one guy could not make a character because the options he wanted to have weren't in the Player's Handbook. As I'm still getting used to the 4e system, I told everyone, stick with the Player's Handbook for now and latter on if the group continues for a few months, we'll kick it up to some of the other optional material.
"I want to make this cleric, but without this feat from Forgotten Realms Player's Handbook,... I want to make this Paladin, but without this piece of specialized equipment from Adventurer's Vault .... I want to make this fighter, but without the dailies from Martial Power...."
Shocked man. Truly shocked. I was just thinking to myself... "nah, don't think about where you come from, any background, what you want the character to be... etc... "
Might be my age or something there. I didnt' say anything as I want to see how it actually plays as opposed to how it talks out. Some of the best role playing elements come out in play and dont' need background options. Hell, I like it when role playing elements come out in play. I just couldn't fathom all discussion being on the game mechanics.These mechanical concerns may be just that, game mechanic concerns.
As I noted at front, game mechanic roles are not equal to role playing in that you can have both. This guy may turn out to be the best role player at the table with a vivid background and unique quirks that make his character stand out far more than his build.
I'm starting to think the benefit of old school and rules light was that the lack of billions of bits for your characters was that you had to focus a little on what they could do to stand out from each out that wasn't mechanical.
Lately however, as I'm playing and running, I rarely hear players talk about the character as a character but rather a collection of abilities. I'm hoping that as I use NPCs and unique locations and historical bits that the players playstyle will mesh better with what I enjoy about the game as opposed to the players just being a collection of powers. And the reason I hope that is because at the end of the day, if the GM wants to kill the characters, regardless of what abilities they have, how uber they are made, he'll kill them. The GM is always the last authority. Now I know that's not fair, etc... and certainly not my own plan. I'd try to find another group with a better mesh to my playstyle
. I just don't get the appeal of all the planning and working and min-maxing without the character to back it up.
For example, I'm getting ready to run 4e in the Forgotten Realms (old school, not the 4e version) and one guy could not make a character because the options he wanted to have weren't in the Player's Handbook. As I'm still getting used to the 4e system, I told everyone, stick with the Player's Handbook for now and latter on if the group continues for a few months, we'll kick it up to some of the other optional material.
"I want to make this cleric, but without this feat from Forgotten Realms Player's Handbook,... I want to make this Paladin, but without this piece of specialized equipment from Adventurer's Vault .... I want to make this fighter, but without the dailies from Martial Power...."
Shocked man. Truly shocked. I was just thinking to myself... "nah, don't think about where you come from, any background, what you want the character to be... etc... "
Might be my age or something there. I didnt' say anything as I want to see how it actually plays as opposed to how it talks out. Some of the best role playing elements come out in play and dont' need background options. Hell, I like it when role playing elements come out in play. I just couldn't fathom all discussion being on the game mechanics.These mechanical concerns may be just that, game mechanic concerns.
As I noted at front, game mechanic roles are not equal to role playing in that you can have both. This guy may turn out to be the best role player at the table with a vivid background and unique quirks that make his character stand out far more than his build.
I'm starting to think the benefit of old school and rules light was that the lack of billions of bits for your characters was that you had to focus a little on what they could do to stand out from each out that wasn't mechanical.