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General Tabletop Discussion
*TTRPGs General
Highly detailed PC personalities?
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<blockquote data-quote="Kichwas" data-source="post: 5918934" data-attributes="member: 891"><p>I used to be a big proponent of highly detailed PC personalities and background descriptions. I've even had rules in days gone by requiring a certain number of -pages- of backstory, and for some massive long form about traits to be filled in fully.</p><p></p><p>But frankly - how often in game does that note about 'is very whimsical' come up in play and shape the way the character actually ends up being roleplayed.</p><p></p><p>Maybe it does for some.</p><p></p><p>But since 1981, I can count the number of times on less than one finger... ie, it ain't happened.</p><p></p><p>And I've seen some great roleplayers go on to play highly detailed and engaging characters that were very different from what they played last, or played in another simultaneous game, and stay consistent with it.</p><p></p><p>I now feel its much better to let it all happen organically. Show up with a blank slate, and an open mind about how the game will unfold.</p><p></p><p>Some of the best PCs I've been witness too had nothing, until some event in game, usually in an early session, caused the player to get that light in their eyes and respond - and next thing we knew the entire campaign had a new focus as that character and maybe a few others came alive.</p><p></p><p>This is true for the GM as well some times. If you craft some amazingly complex 23-chapter, 57-part storyline, with 100-page essays on each major NPC, and so on... and then on day one, the players go left...</p><p>- You're screwed.</p><p></p><p>Better to have an open mind, a short intro plot and adventure, and wing yourself into that epic novella as a response to the vibe in the room.</p><p></p><p>At least that's the point I've come to.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 5918934, member: 891"] I used to be a big proponent of highly detailed PC personalities and background descriptions. I've even had rules in days gone by requiring a certain number of -pages- of backstory, and for some massive long form about traits to be filled in fully. But frankly - how often in game does that note about 'is very whimsical' come up in play and shape the way the character actually ends up being roleplayed. Maybe it does for some. But since 1981, I can count the number of times on less than one finger... ie, it ain't happened. And I've seen some great roleplayers go on to play highly detailed and engaging characters that were very different from what they played last, or played in another simultaneous game, and stay consistent with it. I now feel its much better to let it all happen organically. Show up with a blank slate, and an open mind about how the game will unfold. Some of the best PCs I've been witness too had nothing, until some event in game, usually in an early session, caused the player to get that light in their eyes and respond - and next thing we knew the entire campaign had a new focus as that character and maybe a few others came alive. This is true for the GM as well some times. If you craft some amazingly complex 23-chapter, 57-part storyline, with 100-page essays on each major NPC, and so on... and then on day one, the players go left... - You're screwed. Better to have an open mind, a short intro plot and adventure, and wing yourself into that epic novella as a response to the vibe in the room. At least that's the point I've come to. [/QUOTE]
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