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How to deal with a "true roleplayer".
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<blockquote data-quote="uzirath" data-source="post: 8937309" data-attributes="member: 8495"><p>Sure, I suppose you can powergame it like there's no tomorrow. What drew me to it, though, and what made me think of it in the context of the OP's post, was the idea of building 3-dimensional characters who are as much about their flaws as their capabilities.</p><p></p><p></p><p></p><p>Never played M&M, but have played quite a bit of FATE (and FUDGE before it... I was an reader of rec.games.design when the system was first hashed out in the early '90s). Love the system, though GURPS ultimately had more staying power for my groups. Regardless, I agree that the whole point of a disadvantage is to lean into it. I don't see that as much of an issue with adult players, but I have to guide younger players sometimes on this front. </p><p></p><p></p><p></p><p>Interesting. I'm not always a fan of formal session zeros because time is precious and I'd rather dive into the game. With that said, though, I often play with people who want to hash out a lot of the inter-party dynamics and backstory. "Oooh, if you're a thieving hedonist, maybe I'll be a holier-than-thou teetotaler. What might have brought us together?" With the GM providing hooks and guidance to make sure the character concepts fit with genre expectations and campaign vision. Often we do this informally over social media or at lunch or something rather than gathering around the gaming table. Once the basics are hashed out, we'll draft characters on our own and run them past each other before kicking off the campaign.</p></blockquote><p></p>
[QUOTE="uzirath, post: 8937309, member: 8495"] Sure, I suppose you can powergame it like there's no tomorrow. What drew me to it, though, and what made me think of it in the context of the OP's post, was the idea of building 3-dimensional characters who are as much about their flaws as their capabilities. Never played M&M, but have played quite a bit of FATE (and FUDGE before it... I was an reader of rec.games.design when the system was first hashed out in the early '90s). Love the system, though GURPS ultimately had more staying power for my groups. Regardless, I agree that the whole point of a disadvantage is to lean into it. I don't see that as much of an issue with adult players, but I have to guide younger players sometimes on this front. Interesting. I'm not always a fan of formal session zeros because time is precious and I'd rather dive into the game. With that said, though, I often play with people who want to hash out a lot of the inter-party dynamics and backstory. "Oooh, if you're a thieving hedonist, maybe I'll be a holier-than-thou teetotaler. What might have brought us together?" With the GM providing hooks and guidance to make sure the character concepts fit with genre expectations and campaign vision. Often we do this informally over social media or at lunch or something rather than gathering around the gaming table. Once the basics are hashed out, we'll draft characters on our own and run them past each other before kicking off the campaign. [/QUOTE]
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