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The PC you want vs the PC you get.
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<blockquote data-quote="Umbran" data-source="post: 4833437" data-attributes="member: 177"><p>I think this is a cogent way of putting it.</p><p></p><p>In my years of gaming, I have learned to start with these restrictions - before I ask what I want to play, I ask what I reasonably can expect to play. </p><p></p><p>Before I make up my mind on what I want, I'll usually add in one more restriction - Group dynamic restrictions on appropriateness. I look at who I'm playing with, and what they are playing, and use those to influence my choices as well.</p><p></p><p>Having taken those into consideration first, I usually don't have to chop away and compromise - I've front-loaded my compromises, in a way.</p><p></p><p>Also I note that when making up a character, my concept has a couple of parts - what the character is at the game start, and what the character may become. I try not to preplan the latter much, as I find that gameplay generally gives inspiration for more interesting results than preplanning does.</p></blockquote><p></p>
[QUOTE="Umbran, post: 4833437, member: 177"] I think this is a cogent way of putting it. In my years of gaming, I have learned to start with these restrictions - before I ask what I want to play, I ask what I reasonably can expect to play. Before I make up my mind on what I want, I'll usually add in one more restriction - Group dynamic restrictions on appropriateness. I look at who I'm playing with, and what they are playing, and use those to influence my choices as well. Having taken those into consideration first, I usually don't have to chop away and compromise - I've front-loaded my compromises, in a way. Also I note that when making up a character, my concept has a couple of parts - what the character is at the game start, and what the character may become. I try not to preplan the latter much, as I find that gameplay generally gives inspiration for more interesting results than preplanning does. [/QUOTE]
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