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<blockquote data-quote="Mallus" data-source="post: 6865531" data-attributes="member: 3887"><p>My first concern when creating a new PC is designing a personality that will be fun to play over a period of time. I don't spend much time calculating how much ignorance I'm going to feign; I've been gaming for over 30 years now. I'm not going to approach a new campaign as if it were my first. Practically-speaking, that's not possible. It's at odds with how human memory & consciousness <em>work</em>. Likewise, I can't read a book as if I've never read a book before. </p><p></p><p>Of course my prior experiences will affect my new PC. This, however, includes all the good things I've learned about playing in an RPG group & how to make the experience better for everyone involved. </p><p></p><p>If I've read the module before, of course I'll a) let the DM know and b) keep my mouth shut during play. </p><p></p><p>Most of my experience, though, comes from running campaigns for long-time players. Their assumptions, habits, and play experiences are simply more grist for the mill. Things I can engage with and use when designing adventures. Writing for a genre-savvy audience is just another kind of writing. You do have to surprise them by actually surprising them -- which is enormously satisfying when you pull it off.</p></blockquote><p></p>
[QUOTE="Mallus, post: 6865531, member: 3887"] My first concern when creating a new PC is designing a personality that will be fun to play over a period of time. I don't spend much time calculating how much ignorance I'm going to feign; I've been gaming for over 30 years now. I'm not going to approach a new campaign as if it were my first. Practically-speaking, that's not possible. It's at odds with how human memory & consciousness [i]work[/i]. Likewise, I can't read a book as if I've never read a book before. Of course my prior experiences will affect my new PC. This, however, includes all the good things I've learned about playing in an RPG group & how to make the experience better for everyone involved. If I've read the module before, of course I'll a) let the DM know and b) keep my mouth shut during play. Most of my experience, though, comes from running campaigns for long-time players. Their assumptions, habits, and play experiences are simply more grist for the mill. Things I can engage with and use when designing adventures. Writing for a genre-savvy audience is just another kind of writing. You do have to surprise them by actually surprising them -- which is enormously satisfying when you pull it off. [/QUOTE]
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