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<blockquote data-quote="Rhenny" data-source="post: 6957637" data-attributes="member: 18333"><p>This is a really interesting thread. Thanks for starting it [MENTION=6689161]Warpiglet[/MENTION].</p><p></p><p>I totally agree with balance in all aspects of the game. For my best games, and my total outlook, combat/mechanics (rollplaying) and roleplaying must be interwoven, just as I believe the best games I've run or played in balance the three pillars of combat, interaction and exploration.</p><p></p><p>As for my own development as a D&D player over the years and multiple editions since basic and 1e, I have to say that my desire to play in groups that focus more on the story telling, character developing, in-character "acting" kind of games has increased. I think this is because after a point when I gain rules mastery, there is less challenge in focusing primarily on achievement oriented optimized play. It has also taken me many, many years to become more comfortable and confident "acting" or taking on the persona of a fictional character.</p><p></p><p>Back in the late 70s and early 80s when I was a teen, most of the characters I played seemed to be alter-ego type characters that I played with much more of my own sense of self. I would at times experiment and try out different outlooks based on alignment and class, but most of the decision-making and very rare "acting" in character would be more about how "I" as a real person would navigate the situation. </p><p></p><p>After many years of play and DMing, I have been much more able to break away from self so that when I play characters now, the "I" is less a part of my character's decisions and "acting".</p><p></p><p>One of my favorite ways to build a character is to just plain old roll ability scores straight down from Strength to Charisma and assign values. Then begin to build from that adding a class, a background/backstory. I'm really happy that 5e included so much on character development/motivations in the rules with direct inclusion of personality traits, ideals, bonds, flaws. I think that has helped a lot of people think more creatively about their characters. When I develop my character, I make choices that satisfy both the rollplaying and roleplaying aspects of the game, but more importantly, I make choices that I think would give my PC something interesting to add to a party, something I'd really like to play with. 90% of the time that means I'll pick a skill or a feat because I feel I can use it effectively in the game, but 100% of the time I pick it because it helps me build the narrative/backstory of my character.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6957637, member: 18333"] This is a really interesting thread. Thanks for starting it [MENTION=6689161]Warpiglet[/MENTION]. I totally agree with balance in all aspects of the game. For my best games, and my total outlook, combat/mechanics (rollplaying) and roleplaying must be interwoven, just as I believe the best games I've run or played in balance the three pillars of combat, interaction and exploration. As for my own development as a D&D player over the years and multiple editions since basic and 1e, I have to say that my desire to play in groups that focus more on the story telling, character developing, in-character "acting" kind of games has increased. I think this is because after a point when I gain rules mastery, there is less challenge in focusing primarily on achievement oriented optimized play. It has also taken me many, many years to become more comfortable and confident "acting" or taking on the persona of a fictional character. Back in the late 70s and early 80s when I was a teen, most of the characters I played seemed to be alter-ego type characters that I played with much more of my own sense of self. I would at times experiment and try out different outlooks based on alignment and class, but most of the decision-making and very rare "acting" in character would be more about how "I" as a real person would navigate the situation. After many years of play and DMing, I have been much more able to break away from self so that when I play characters now, the "I" is less a part of my character's decisions and "acting". One of my favorite ways to build a character is to just plain old roll ability scores straight down from Strength to Charisma and assign values. Then begin to build from that adding a class, a background/backstory. I'm really happy that 5e included so much on character development/motivations in the rules with direct inclusion of personality traits, ideals, bonds, flaws. I think that has helped a lot of people think more creatively about their characters. When I develop my character, I make choices that satisfy both the rollplaying and roleplaying aspects of the game, but more importantly, I make choices that I think would give my PC something interesting to add to a party, something I'd really like to play with. 90% of the time that means I'll pick a skill or a feat because I feel I can use it effectively in the game, but 100% of the time I pick it because it helps me build the narrative/backstory of my character. [/QUOTE]
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