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How do you roleplay your character?
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<blockquote data-quote="steenan" data-source="post: 5513964" data-attributes="member: 23240"><p>I voted for "being the character", because I think it's quite often the dominant factor in how I play. But it is definitely not the only one.</p><p></p><p>The way I play is a mix of several approaches, in different proportions, depending on what I play and who I play with:</p><p></p><p>1. I immerse myself in my character and in the game world, imagining myself as someone else than I am and acting appropriately. This approach aims for emotional investment in the character and events of play and fits well with freeform games (or games with simple, flexible and non-metagame rules).</p><p></p><p>2. I express my character and his personality through important choices (moral ones, not tactical ones); to some extent, I use him as a vehicle to ask meaningful questions and answer them. There is a lot of emotional engagement, but usually less character immersion; full psychological realism is less important than making the game interesting and dramatic. This approach is good for character-driven and character-centered games and it works well for systems with metagame elements.</p><p></p><p>3. I aim for cinematic play. Colorful descriptions, fun one-liners, high-drama conversations. There is a lot of acting, but not much immersion; I usually think "what would be interesting to do now", not "what I would do" or "what would be efficient to do". It works well in games with a lot of player narration and abstract, metagame mechanics (conflict resolution, various kinds of plot-editing points etc.) that leaves the details to players. It works even better in games that actively reward aiming for drama and cinematics. Also, it is my only mode of play compatible with linear or railroaded games - as long as the GM keeps to the style.</p><p></p><p>4. I aim for in-game success. I don't like uber builds and finding loopholes in the system. It usually ends with a character that has a single unstoppable solution to all problems - and that is just not fun. But I like playing my characters to the max - using all resources I have to the best effect. I like when a game challenges me (player, not only a character) while I use my wit and creativity to find ways around the obstacles. This style fits games with detailed, non-abstract mechanics, especially when played in goal-oriented fashion.</p></blockquote><p></p>
[QUOTE="steenan, post: 5513964, member: 23240"] I voted for "being the character", because I think it's quite often the dominant factor in how I play. But it is definitely not the only one. The way I play is a mix of several approaches, in different proportions, depending on what I play and who I play with: 1. I immerse myself in my character and in the game world, imagining myself as someone else than I am and acting appropriately. This approach aims for emotional investment in the character and events of play and fits well with freeform games (or games with simple, flexible and non-metagame rules). 2. I express my character and his personality through important choices (moral ones, not tactical ones); to some extent, I use him as a vehicle to ask meaningful questions and answer them. There is a lot of emotional engagement, but usually less character immersion; full psychological realism is less important than making the game interesting and dramatic. This approach is good for character-driven and character-centered games and it works well for systems with metagame elements. 3. I aim for cinematic play. Colorful descriptions, fun one-liners, high-drama conversations. There is a lot of acting, but not much immersion; I usually think "what would be interesting to do now", not "what I would do" or "what would be efficient to do". It works well in games with a lot of player narration and abstract, metagame mechanics (conflict resolution, various kinds of plot-editing points etc.) that leaves the details to players. It works even better in games that actively reward aiming for drama and cinematics. Also, it is my only mode of play compatible with linear or railroaded games - as long as the GM keeps to the style. 4. I aim for in-game success. I don't like uber builds and finding loopholes in the system. It usually ends with a character that has a single unstoppable solution to all problems - and that is just not fun. But I like playing my characters to the max - using all resources I have to the best effect. I like when a game challenges me (player, not only a character) while I use my wit and creativity to find ways around the obstacles. This style fits games with detailed, non-abstract mechanics, especially when played in goal-oriented fashion. [/QUOTE]
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