buzz
Adventurer
FWIW, I really like Halivar's example from the SF game. He's making the best of a less-than-ideal situation, and fun play results. That said...
That said, I definitely keep in mind what kind of game I am playing when I am making a PC. E.g., if I'm playing D&D, I'm going to create an adventurer with solid justification for being so. If I'm playing a team-oriented supers game, I'm going to create a PC who can work with a team and who, you know, wears spandex while they fight crime. I'm not going to build a concept at odds with the focus of the game.
I guess this means that mechanics are very important to me. And, really, that's how I think it should be.
If the mechanics of a game are doing nothing to support the play that's happening at the table, then I generally don't want to play that game.What do you think? How important are the mechanics of the game to your roleplay?
That said, I definitely keep in mind what kind of game I am playing when I am making a PC. E.g., if I'm playing D&D, I'm going to create an adventurer with solid justification for being so. If I'm playing a team-oriented supers game, I'm going to create a PC who can work with a team and who, you know, wears spandex while they fight crime. I'm not going to build a concept at odds with the focus of the game.
I guess this means that mechanics are very important to me. And, really, that's how I think it should be.