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<blockquote data-quote="Scott Christian" data-source="post: 9096748" data-attributes="member: 6901101"><p>I have seen players not pay attention to the background traits. I have also seen players use them to great extent. If your experience is that players don't use them or even remember them, how can you come to the conclusion that they provide caricatures and alignment produces a "greater swath" for roleplaying? I mean, if you haven't seen it in use, like truly attempted to be used, then how could you know?</p><p></p><p>In my experience, players that make an effort to use these actually play their characters, not themselves. We have all seen the player(s) that make a character, it has a unique backstory, and then, three sessions in, they are just playing the same character they played last time. This helps prevent that. Also, players having a greater swath may seem logical, but it's not. PCs encounter all types of experiences in the world they explore. They make judgements based on experience and the personality, ideals, bonds, and flaws. This is a much more complex look than - "I am lawful good, so I stop the thief from stealing the fruit. Then I turn them into the authorities" Instead, my hermit example might show sympathy towards the thief, and instead lecture them about their philosophy and how one needs to contribute to society rather than steal from it.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9096748, member: 6901101"] I have seen players not pay attention to the background traits. I have also seen players use them to great extent. If your experience is that players don't use them or even remember them, how can you come to the conclusion that they provide caricatures and alignment produces a "greater swath" for roleplaying? I mean, if you haven't seen it in use, like truly attempted to be used, then how could you know? In my experience, players that make an effort to use these actually play their characters, not themselves. We have all seen the player(s) that make a character, it has a unique backstory, and then, three sessions in, they are just playing the same character they played last time. This helps prevent that. Also, players having a greater swath may seem logical, but it's not. PCs encounter all types of experiences in the world they explore. They make judgements based on experience and the personality, ideals, bonds, and flaws. This is a much more complex look than - "I am lawful good, so I stop the thief from stealing the fruit. Then I turn them into the authorities" Instead, my hermit example might show sympathy towards the thief, and instead lecture them about their philosophy and how one needs to contribute to society rather than steal from it. [/QUOTE]
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