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Musing on the Nature of Character in RPGs
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<blockquote data-quote="BrokenTwin" data-source="post: 8447883" data-attributes="member: 7017978"><p>I definitely feel that the mechanics of a system help shape the character. For class-based systems, I tend to find a class I want to play then create a person based around what drew me to the class in question. While this is occasionally done via a deliberate subversion of class expectations, the class the character is informs who they are. And usually there's some cool class feature down the line I have my eye on, so the character is built in a way that the fictional progression is plausible for them.</p><p></p><p>For games like Burning Wheel with an explicit lifepath system, where your character came from is unavoidably a heavy consideration in who it is that you're bringing to the table. Were they peasant-born but ascended to nobility later in life? Then they'll have actual mechanical characteristics, quirks and skills that reflect that. Where they came from has significantly more weight then other games.</p><p></p><p>Games like Beyond The Wall And Other Adventures make how your characters know each other and why they care about each other part of character generation, which is interesting because they can give your character background events that you wouldn't normally have chosen for yourself, and you need to figure out how they make sense for your vision of your character.</p></blockquote><p></p>
[QUOTE="BrokenTwin, post: 8447883, member: 7017978"] I definitely feel that the mechanics of a system help shape the character. For class-based systems, I tend to find a class I want to play then create a person based around what drew me to the class in question. While this is occasionally done via a deliberate subversion of class expectations, the class the character is informs who they are. And usually there's some cool class feature down the line I have my eye on, so the character is built in a way that the fictional progression is plausible for them. For games like Burning Wheel with an explicit lifepath system, where your character came from is unavoidably a heavy consideration in who it is that you're bringing to the table. Were they peasant-born but ascended to nobility later in life? Then they'll have actual mechanical characteristics, quirks and skills that reflect that. Where they came from has significantly more weight then other games. Games like Beyond The Wall And Other Adventures make how your characters know each other and why they care about each other part of character generation, which is interesting because they can give your character background events that you wouldn't normally have chosen for yourself, and you need to figure out how they make sense for your vision of your character. [/QUOTE]
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