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<blockquote data-quote="Remathilis" data-source="post: 3852774" data-attributes="member: 7635"><p>Thanks!</p><p></p><p>Idea was to differentiate the two roles of a PC: monopoly token and literary character. Every PC is both in more-or-less quantities. However, the how the game (and hence the rules) view the PC's role is very different. Avatar's are the gamist element of the PC, Personalities the other. </p><p></p><p>Personalities aren't death-proof little ego-children of wannabe drama students, but they are approached in much the same way an author approaches a protagonist of the novel. The player wishes to see what that character would do in these situation. He wants the PC to be a hero or a villain, fall in love, save a kingdom, fall from grace and/or redeem his sin. Its how that PCs interacts in the world (be it with other PCs, NPCs, monsters, villains, etc) that define him, not his AC or hp.</p><p></p><p>Avatar's are more or less the sum of their character sheets. They are stats, nothing more. They are easily replaced, mourned for no length of time, and rarely more interesting than the one or two defining traits their race/class combo gives. They advance in levels, get new items, and mechanically improve. Its the Player's wits, luck, and talent that define the avatar. He is just the stand-in for the Player. </p><p></p><p>Since each player and each PC is a mix of these, it comes down to HOW MUCH you mix. I prefer a mostly personality-driven game, with Avatar elements to keep the game from becoming purely mellowdrama. Others, might prefer a more avatar-based game where PCs have some personalty and goals, but doesn't lament his death in the Tomb of Horrors. Each mixes something different. However, I'm pretty sure the game paragrim on a whole is shifting from "Avatar" to "Personality" and has been since 1e's twilight years. Certainly, WotC seems to be taking that shift beginning in 3e (more or less) and really ramping it up in 4e.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 3852774, member: 7635"] Thanks! Idea was to differentiate the two roles of a PC: monopoly token and literary character. Every PC is both in more-or-less quantities. However, the how the game (and hence the rules) view the PC's role is very different. Avatar's are the gamist element of the PC, Personalities the other. Personalities aren't death-proof little ego-children of wannabe drama students, but they are approached in much the same way an author approaches a protagonist of the novel. The player wishes to see what that character would do in these situation. He wants the PC to be a hero or a villain, fall in love, save a kingdom, fall from grace and/or redeem his sin. Its how that PCs interacts in the world (be it with other PCs, NPCs, monsters, villains, etc) that define him, not his AC or hp. Avatar's are more or less the sum of their character sheets. They are stats, nothing more. They are easily replaced, mourned for no length of time, and rarely more interesting than the one or two defining traits their race/class combo gives. They advance in levels, get new items, and mechanically improve. Its the Player's wits, luck, and talent that define the avatar. He is just the stand-in for the Player. Since each player and each PC is a mix of these, it comes down to HOW MUCH you mix. I prefer a mostly personality-driven game, with Avatar elements to keep the game from becoming purely mellowdrama. Others, might prefer a more avatar-based game where PCs have some personalty and goals, but doesn't lament his death in the Tomb of Horrors. Each mixes something different. However, I'm pretty sure the game paragrim on a whole is shifting from "Avatar" to "Personality" and has been since 1e's twilight years. Certainly, WotC seems to be taking that shift beginning in 3e (more or less) and really ramping it up in 4e. [/QUOTE]
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