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<blockquote data-quote="Mallus" data-source="post: 4476688" data-attributes="member: 3887"><p>All the 'mechanical support' for personality, goals, motivations -- let's say all the things that make a player character a <em>character</em> -- I get from my interaction with the DM (and my fellow players). The shared imaginative space the game takes place in doesn't arise out of a rule system alone. It also comes from --wait for it -- the participant's shared imaginations.</p><p></p><p>For me, having the DM -- and your fellow players -- on board helping you characterize your PC is more important than direct rules support. Because in the end it's the game-during-play that matters, where the rules are being filtered/implemented through the DM, where the all-important reaction to your PC's actions come from the other PC's (and NPC's).</p><p></p><p>I like having flexible rules support for defining my character's abilities. But a lot of my PC's are, well, kinda ineffable. Part of their respective shticks/charms always lie outside the rules, in part their defined by the groups shared perception of them. This is also why I like rules systems that know when to get out of the way. That don't attempt to atomize/define every aspect of the character, particularly the details that are hard to weight/balance against the genre-defined 'standard adventurer' abilities.</p></blockquote><p></p>
[QUOTE="Mallus, post: 4476688, member: 3887"] All the 'mechanical support' for personality, goals, motivations -- let's say all the things that make a player character a [i]character[/i] -- I get from my interaction with the DM (and my fellow players). The shared imaginative space the game takes place in doesn't arise out of a rule system alone. It also comes from --wait for it -- the participant's shared imaginations. For me, having the DM -- and your fellow players -- on board helping you characterize your PC is more important than direct rules support. Because in the end it's the game-during-play that matters, where the rules are being filtered/implemented through the DM, where the all-important reaction to your PC's actions come from the other PC's (and NPC's). I like having flexible rules support for defining my character's abilities. But a lot of my PC's are, well, kinda ineffable. Part of their respective shticks/charms always lie outside the rules, in part their defined by the groups shared perception of them. This is also why I like rules systems that know when to get out of the way. That don't attempt to atomize/define every aspect of the character, particularly the details that are hard to weight/balance against the genre-defined 'standard adventurer' abilities. [/QUOTE]
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