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GMs - What type of PCs would you like to see in your game?
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<blockquote data-quote="Desdichado" data-source="post: 5809748" data-attributes="member: 2205"><p>I'm more about what I <em>don't</em> want rather than what I do. Specifically:</p><ul> <li data-xf-list-type="ul">No joke characters. Games tend to provide plenty of comic relief on their own, in my experience. It works better if a character concept isn't a poor and tiresome joke to begin with. Closely related to this: no joke names.<br /> </li> <li data-xf-list-type="ul">No unmotivated loners. I prefer to tie my characters together with shared backstory. I've even got a shortish exercise cribbed from Spirit of the Century that accomplishes this brilliantly. I like characters who already have some ties to each other and to the setting, and who can "hit the ground running" so to speak with roleplaying opportunities. And while I don't mind some uncharacteristic or non-altruistic motivations, I don't like characters who refuse to engage with any potential adventure possibilities in the name of "roleplaying." If your answer to everything is, "my character wouldn't be interested in this" then you probably need to come up with a different character. I'm certainly willing to work with you on stuff that's up your character's alley, but you've also gotta work with the group and follow along with what's going on otherwise.<br /> </li> <li data-xf-list-type="ul">Also don't like the opposite. Characters who are natural spotlight hogs, who tend to have their fingers in <em>everything</em> (including some specialty of another character) can end up saturating the game with their presence in a way that isn't very fun. Although, to be honest, that's more of a player issue than a character issue, most of the time.<br /> </li> <li data-xf-list-type="ul">Lots of people don't like evil PCs. I prefer the opposite approach--goody-two shoes characters cause me more grief in general than evil PCs. Actually, I mostly just do away with alignment altogether and then encourage the players to create real scoundrely characters if desired. Then I put them in compromising situations.</li> </ul></blockquote><p></p>
[QUOTE="Desdichado, post: 5809748, member: 2205"] I'm more about what I [I]don't[/I] want rather than what I do. Specifically: [list] [*]No joke characters. Games tend to provide plenty of comic relief on their own, in my experience. It works better if a character concept isn't a poor and tiresome joke to begin with. Closely related to this: no joke names. [*]No unmotivated loners. I prefer to tie my characters together with shared backstory. I've even got a shortish exercise cribbed from Spirit of the Century that accomplishes this brilliantly. I like characters who already have some ties to each other and to the setting, and who can "hit the ground running" so to speak with roleplaying opportunities. And while I don't mind some uncharacteristic or non-altruistic motivations, I don't like characters who refuse to engage with any potential adventure possibilities in the name of "roleplaying." If your answer to everything is, "my character wouldn't be interested in this" then you probably need to come up with a different character. I'm certainly willing to work with you on stuff that's up your character's alley, but you've also gotta work with the group and follow along with what's going on otherwise. [*]Also don't like the opposite. Characters who are natural spotlight hogs, who tend to have their fingers in [I]everything[/I] (including some specialty of another character) can end up saturating the game with their presence in a way that isn't very fun. Although, to be honest, that's more of a player issue than a character issue, most of the time. [*]Lots of people don't like evil PCs. I prefer the opposite approach--goody-two shoes characters cause me more grief in general than evil PCs. Actually, I mostly just do away with alignment altogether and then encourage the players to create real scoundrely characters if desired. Then I put them in compromising situations. [/list] [/QUOTE]
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