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Impact of mechanics on roleplay
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<blockquote data-quote="Herremann the Wise" data-source="post: 4476114" data-attributes="member: 11300"><p>For me the mechanics help frame a character concept I have in mind, and sometimes the reverse happens as well, I might have a broad concept I wish to roleplay that I find mechanics to bring to life. I like having a relationship between the two where one helps the other.</p><p></p><p>For example, I might start with a strange idea (an obesely fat bully of a tiefling) that I then look to bring to life within the boundaries of the game being played (intelligent, warlord, tactical). I'll then go back and forth between the concept and the mechanics until I get a character that is different, playable and able to be tolerated by the rest of the players. Then I develop the mannerisms and attitudes, imagining how the guy will act/react to the other characters and some generic situations. The character then lives in my head for a while before being finally unleashed upon the group.</p><p></p><p>As such, I always end up with a character who's bound by the mechanics that helped create him, but not in a way that makes me feel like it's impinging upon how I roleplay him. I try not to have too solid-a-concept at the start of the creation process otherwise I'm just going to keep butting into walls presented by either the system or upon occasion the DM. If things are kept malleable, then you have more of an open mind to change things in ways you might otherwise have closed down - thus ending up with a thematically strong character.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 4476114, member: 11300"] For me the mechanics help frame a character concept I have in mind, and sometimes the reverse happens as well, I might have a broad concept I wish to roleplay that I find mechanics to bring to life. I like having a relationship between the two where one helps the other. For example, I might start with a strange idea (an obesely fat bully of a tiefling) that I then look to bring to life within the boundaries of the game being played (intelligent, warlord, tactical). I'll then go back and forth between the concept and the mechanics until I get a character that is different, playable and able to be tolerated by the rest of the players. Then I develop the mannerisms and attitudes, imagining how the guy will act/react to the other characters and some generic situations. The character then lives in my head for a while before being finally unleashed upon the group. As such, I always end up with a character who's bound by the mechanics that helped create him, but not in a way that makes me feel like it's impinging upon how I roleplay him. I try not to have too solid-a-concept at the start of the creation process otherwise I'm just going to keep butting into walls presented by either the system or upon occasion the DM. If things are kept malleable, then you have more of an open mind to change things in ways you might otherwise have closed down - thus ending up with a thematically strong character. Best Regards Herremann the Wise [/QUOTE]
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