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<blockquote data-quote="pemerton" data-source="post: 8863007" data-attributes="member: 42582"><p>This is interesting analaysis.</p><p></p><p>As a GM. I certainly enjoy the game more when the characters emerge for everyone to see.</p><p></p><p>The first sustained AD&D campaign I GMed had two principal PCs, a dwarf fighter and a gnome illusionist/thief. Their character flowed from what they could do - one brash and forthright, one aspiring to be tricksy - and that is still probably the central things for me.</p><p></p><p>The second sustaind AD&D campaign I GMed was original OA, and had two principal PCs - a samurai with a family, and a kensei with a master - and that is the second thing I look for to bring a PC to life: connections to the setting that matter in play.</p><p></p><p>If a player says "My PC is xyz" but that isn't there on the PC sheet in the list of things they can do or things they're related to, I'm going to struggle engaging with that PC in the desired way. For me, this is an approach I associated with some mid-80s and especially 2nd ed AD&D, though I've experienced it more recently than that. (But with players "trained" in that era.)</p><p></p><p>One thing I've enjoyed in my recent Torchbearer play is seeing one of the PCs - the Dwarven Outcast (a character option that is, on paper, clearly inspired by Thorin from The Hobbit) - open up Lore Master and Manipulator as skills. This is because he's found himself participating in more than one tricksy negotiation, often initiated by other PCs who are more social and intellectual than he was at the start. The player of the Outcast has observed that their PCs' predilections are shaping his character! This isn't something one sees so much in systems where there is a lot of player choice around how a PC develops.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8863007, member: 42582"] This is interesting analaysis. As a GM. I certainly enjoy the game more when the characters emerge for everyone to see. The first sustained AD&D campaign I GMed had two principal PCs, a dwarf fighter and a gnome illusionist/thief. Their character flowed from what they could do - one brash and forthright, one aspiring to be tricksy - and that is still probably the central things for me. The second sustaind AD&D campaign I GMed was original OA, and had two principal PCs - a samurai with a family, and a kensei with a master - and that is the second thing I look for to bring a PC to life: connections to the setting that matter in play. If a player says "My PC is xyz" but that isn't there on the PC sheet in the list of things they can do or things they're related to, I'm going to struggle engaging with that PC in the desired way. For me, this is an approach I associated with some mid-80s and especially 2nd ed AD&D, though I've experienced it more recently than that. (But with players "trained" in that era.) One thing I've enjoyed in my recent Torchbearer play is seeing one of the PCs - the Dwarven Outcast (a character option that is, on paper, clearly inspired by Thorin from The Hobbit) - open up Lore Master and Manipulator as skills. This is because he's found himself participating in more than one tricksy negotiation, often initiated by other PCs who are more social and intellectual than he was at the start. The player of the Outcast has observed that their PCs' predilections are shaping his character! This isn't something one sees so much in systems where there is a lot of player choice around how a PC develops. [/QUOTE]
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