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<blockquote data-quote="irdeggman" data-source="post: 1811807" data-attributes="member: 16285"><p>Do you want to play a party character or an anti-party character?</p><p></p><p>What I mean is that if your PC goes too far into the dark (and presumably evil/chaotic) side he will be against the party. I am assuming that the party is pretty much good oriented and not evil.</p><p></p><p>One of the great leaps forward that 3.0/3.5 made was to encourage playing as a team. No more individual exp and awards, what the party does everyone shares - you don't fight over who managed to kill that last pesky troll to see who got more exp. Common goals and tasks not individual play, everyone has a role to play when this is run properly and no one feels left out or overshadowed. There was a good article in a recent Dungeon talking about playing for the team and how to create characters with the other players (and their PCs) in mind. Those have ben the most fun games I've played in when the group comes together and allows the individual players to take turns with their PCS stepping up to the plate to do what their PCS are best at. We have had trouble at times when one player would play his PC as a non-engaging type of character. "My PC would never go there, no he'll just stay on the ship while the rest of you go investigate that distress signal."</p><p></p><p>IMO this is a great thing - it encourages people to play together and not to play against each other. While playing the chaotic evil backstabbing thief is fun, it is not fun to have have to worry about whether someone in the party is going to kill your favorite PC or not.</p></blockquote><p></p>
[QUOTE="irdeggman, post: 1811807, member: 16285"] Do you want to play a party character or an anti-party character? What I mean is that if your PC goes too far into the dark (and presumably evil/chaotic) side he will be against the party. I am assuming that the party is pretty much good oriented and not evil. One of the great leaps forward that 3.0/3.5 made was to encourage playing as a team. No more individual exp and awards, what the party does everyone shares - you don't fight over who managed to kill that last pesky troll to see who got more exp. Common goals and tasks not individual play, everyone has a role to play when this is run properly and no one feels left out or overshadowed. There was a good article in a recent Dungeon talking about playing for the team and how to create characters with the other players (and their PCs) in mind. Those have ben the most fun games I've played in when the group comes together and allows the individual players to take turns with their PCS stepping up to the plate to do what their PCS are best at. We have had trouble at times when one player would play his PC as a non-engaging type of character. "My PC would never go there, no he'll just stay on the ship while the rest of you go investigate that distress signal." IMO this is a great thing - it encourages people to play together and not to play against each other. While playing the chaotic evil backstabbing thief is fun, it is not fun to have have to worry about whether someone in the party is going to kill your favorite PC or not. [/QUOTE]
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