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<blockquote data-quote="FrogReaver" data-source="post: 7637942" data-attributes="member: 6795602"><p>I wouldn't say any of those things help roleplaying (well maybe they help put new players in the right mindset)</p><p></p><p></p><p></p><p>I can't think of the last character where I really sit down and mapped those out.</p><p></p><p>Just to give some context. In my current campaign I've played a number of different characters. I want to hone in on my first and my current.</p><p></p><p>My first was a super intelligent Fighter whose curiosity led him to becoming a wizard. That curiosity coupled with his lower wisdom was so profound the character played like a mad scientist. He had a thirst for knowledge and experimentation that outweighed his desire for personal safety. This often forced the party into dangerous situations they either would have bypassed or otherwise been better prepared for. </p><p></p><p>In hindsight I suppose I could have codified this character with bonds and flaws but I doubt it would have led to a character who played and developed as organically. For example, when first seeing something he mistook for an undead, he became fascinated with bringing living creatures back from the dead in the hopes of obtaining immortality and started pursing necromancy. That wasn't the path I had originally planned for him (nor was it one he could have envisioned for himself). It developed seamlessly and organically due to his reactions to the world around him. </p><p></p><p>Or take my current character. A Barbarian / Rogue with an Int of 6. He is dumb as a brick, but strong and fast and very hardy. He has the personality of a gentle giant for the most part. However, he will fiercely defend his friends. He doesn't care for much in the world except having someone that will provide him a meal everyday. For example, just this last campaign he agreed to have a magical ritual performed on him by a powerful cult member that had the potential to flat out kill him if it failed and would take his soul if it succeeded. He agreed to this because the cult member agreed to feed him and the party didn't overly try to persuade me not to go through with it. The ritual was successful. So I'm still alive and now with no soul. The cult member afterwards even volunteered to help us out of our current predicament. It's uncertain how much his helpfulness was influenced by me volunteering, but I imagine it had some effect.</p><p></p><p></p><p></p><p>I'm not sure I would say they pertain to roleplaying. They pertain to your characters identity in the world. I mean there are limitless Dwarf Sailors that can be roleplayed. </p><p></p><p></p><p></p><p>Which helps me as strong mechanical implications would be a bigger hindrance than a help to me.</p><p></p><p> </p><p></p><p>Thank the gods!</p><p></p><p> </p><p></p><p>Which you speak of almost as if that's a bad thing. For me it's the greatest thing ever!</p><p></p><p></p><p></p><p>In my current campaign race and possibly even class isn't guaranteed to stay the same. Background is pretty immutable though - though we often find background details being added by the DM, such as you meet this guy you know from your time as a blacksmith etc. </p><p></p><p></p><p></p><p>And the creative freedom that provides me is wonderful! Just because you have a flaw or a general moral compass doesn't mean you always abide by it. My characters behave the same way.</p><p></p><p> </p><p></p><p>Sure. It can be hard to break out of the cycle of always doing what's most expedient. Especially since you always have that option.</p><p></p><p> </p><p></p><p>It becomes glorious. What you call incentivizing roleplay, I call shoehorning me into roleplaying something a specific way whether it's the way I envision my character or not - Or more likely, I just wouldn't play a character concept in such a system that said mechanics could invalidate.</p><p></p><p></p><p></p><p>I think most experienced players and groups largely do this.</p><p></p><p></p><p></p><p>Sure - but I don't think that characterization does my experiences with the system justice.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7637942, member: 6795602"] I wouldn't say any of those things help roleplaying (well maybe they help put new players in the right mindset) I can't think of the last character where I really sit down and mapped those out. Just to give some context. In my current campaign I've played a number of different characters. I want to hone in on my first and my current. My first was a super intelligent Fighter whose curiosity led him to becoming a wizard. That curiosity coupled with his lower wisdom was so profound the character played like a mad scientist. He had a thirst for knowledge and experimentation that outweighed his desire for personal safety. This often forced the party into dangerous situations they either would have bypassed or otherwise been better prepared for. In hindsight I suppose I could have codified this character with bonds and flaws but I doubt it would have led to a character who played and developed as organically. For example, when first seeing something he mistook for an undead, he became fascinated with bringing living creatures back from the dead in the hopes of obtaining immortality and started pursing necromancy. That wasn't the path I had originally planned for him (nor was it one he could have envisioned for himself). It developed seamlessly and organically due to his reactions to the world around him. Or take my current character. A Barbarian / Rogue with an Int of 6. He is dumb as a brick, but strong and fast and very hardy. He has the personality of a gentle giant for the most part. However, he will fiercely defend his friends. He doesn't care for much in the world except having someone that will provide him a meal everyday. For example, just this last campaign he agreed to have a magical ritual performed on him by a powerful cult member that had the potential to flat out kill him if it failed and would take his soul if it succeeded. He agreed to this because the cult member agreed to feed him and the party didn't overly try to persuade me not to go through with it. The ritual was successful. So I'm still alive and now with no soul. The cult member afterwards even volunteered to help us out of our current predicament. It's uncertain how much his helpfulness was influenced by me volunteering, but I imagine it had some effect. I'm not sure I would say they pertain to roleplaying. They pertain to your characters identity in the world. I mean there are limitless Dwarf Sailors that can be roleplayed. Which helps me as strong mechanical implications would be a bigger hindrance than a help to me. Thank the gods! Which you speak of almost as if that's a bad thing. For me it's the greatest thing ever! In my current campaign race and possibly even class isn't guaranteed to stay the same. Background is pretty immutable though - though we often find background details being added by the DM, such as you meet this guy you know from your time as a blacksmith etc. And the creative freedom that provides me is wonderful! Just because you have a flaw or a general moral compass doesn't mean you always abide by it. My characters behave the same way. Sure. It can be hard to break out of the cycle of always doing what's most expedient. Especially since you always have that option. It becomes glorious. What you call incentivizing roleplay, I call shoehorning me into roleplaying something a specific way whether it's the way I envision my character or not - Or more likely, I just wouldn't play a character concept in such a system that said mechanics could invalidate. I think most experienced players and groups largely do this. Sure - but I don't think that characterization does my experiences with the system justice. [/QUOTE]
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