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<blockquote data-quote="Wik" data-source="post: 6673951" data-attributes="member: 40177"><p>That is my experience with multi-classing as well. "If I do this, then this, and then go here, I'll get x". At its worst, players aren't even playing the game for the game, but for a pre-ordained build. And I always wonder - what's the point? You've already built the character's final draft! It'd be like trying to build a lego castle, putting the whole thing together, and then giving a guy each and every piece so he can parcel them out to you, one piece at a time, over eighteen months so you can show everyone else the wonderful castle you built. </p><p></p><p>Personally, were I to ever design an RPG, I'd have stats go up through use in play, and have adventures give you class abilities, rather than choices you made. You'd start off with a bog standard fighter, mage, or whatever, and then have the character completely change through play. That time amongst the goblins gave you a big of knowledge of their language and the ability to use your size to move through crowds, while that adventure on the Dark Sea told you how to navigate ships and keep your balance in bad situations. It'd be awesome to have a system that enforced the idea that your character develops in response to his or her experiences, and not in response to some player's pre-ordained idea of who the PC will become. </p><p></p><p>Last week, I had a new player give me a huge background for all the things his character had done (this guy knew nothing of my setting, either!), and then told me all the things he wanted his character to achieve and who he was going to be. I got told the PC's story arc. I nodded politely, and said "that's nice, but this is a game where you should have only a basic idea of who your character was, and absolutely no idea on who he'll be."</p><p></p><p>Before the night was over, his character had picked up a cursed sword and now he's kind of possessed. And loving the curve ball I threw him. So, yeah, there's hope with these types.</p></blockquote><p></p>
[QUOTE="Wik, post: 6673951, member: 40177"] That is my experience with multi-classing as well. "If I do this, then this, and then go here, I'll get x". At its worst, players aren't even playing the game for the game, but for a pre-ordained build. And I always wonder - what's the point? You've already built the character's final draft! It'd be like trying to build a lego castle, putting the whole thing together, and then giving a guy each and every piece so he can parcel them out to you, one piece at a time, over eighteen months so you can show everyone else the wonderful castle you built. Personally, were I to ever design an RPG, I'd have stats go up through use in play, and have adventures give you class abilities, rather than choices you made. You'd start off with a bog standard fighter, mage, or whatever, and then have the character completely change through play. That time amongst the goblins gave you a big of knowledge of their language and the ability to use your size to move through crowds, while that adventure on the Dark Sea told you how to navigate ships and keep your balance in bad situations. It'd be awesome to have a system that enforced the idea that your character develops in response to his or her experiences, and not in response to some player's pre-ordained idea of who the PC will become. Last week, I had a new player give me a huge background for all the things his character had done (this guy knew nothing of my setting, either!), and then told me all the things he wanted his character to achieve and who he was going to be. I got told the PC's story arc. I nodded politely, and said "that's nice, but this is a game where you should have only a basic idea of who your character was, and absolutely no idea on who he'll be." Before the night was over, his character had picked up a cursed sword and now he's kind of possessed. And loving the curve ball I threw him. So, yeah, there's hope with these types. [/QUOTE]
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