Oofta
Legend
Wise move.Oh.
Yeah. I have stayed away from that thread on purpose.
Wise move.Oh.
Yeah. I have stayed away from that thread on purpose.
It was answered in the first two pages.Oh.
Yeah. I have stayed away from that thread on purpose.
I didn't even think about this, but I was making a druid up in my head last night and doing this exact same thing. Great find. Thank you.One thing I think you could add to the list is mechanics/class features. Some players will draw from those, trying to figure out what sort of person would seek/have those abilities or how having those abilities would change a person. Abiltiy scores kind of touches on this, but it could apply to any game mechanic.
My experience has been that even a single player will rarely focus on the same things - each character has their own concept, which might lean heavily on one or another character trait. Which ones are important to a particular character will vary. But the next character might lean on a completely different set of traits to define them. There really isn't a pattern beyond lack of pattern.
Well said.Primary motivator is challenging fun! For RP, it is usually a combination of motivations developed from back story and/or from early adventures/relationships with NPCs.
Yeah, I genre is a solid one to use as well. I am actually unsure if I meant that under culture while writing that. It should definitely be in there though.1. Campaign setting and pitch is usually a primary motivator. What type of game are we playing? What types of genres are we trying to emulate. I didnt notice that option in your list of stuff above. I guess background and backstory would be primary motivators, with race and class perhaps being secondary motivators. Alignment in D&D/PF games is an important element at my table. It helps determine the characters views, goals, and methods.
2. I love the idea of traits, ideals, bonds, flaws but never seen a good way to implement it. I guess how much mechanical impact should these items have? If its significant, it leads to optimization and sort of mutes the whole point. I do like helping players add some flavor this way as not all players are great at bringing a character to life.
3. Equipment, meh. I dislike necessary magic items as used in 3.5/PF1. I had a player once use a large dwarven axe for the best damage. After a couple sessions it was like the character was the axe. I am glad modern design is moving away from item reliance. Let magic items be cool again and this might not be such a problem as its been.