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General Tabletop Discussion
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Two different perspectives on character concept
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<blockquote data-quote="MoutonRustique" data-source="post: 6345493" data-attributes="member: 22362"><p>I'm almost never a player - but even then, I am a very big fan of WYCD <em>as</em> WYA and inversely. By this I mean that I find it important that I can do what WYA implies in the game world.</p><p></p><p>I am also one that would be labeled as a "mostly dis-associated" mechanics enthusiast. A prime example would be that I see absolutely no problem with playing (or having a player be) a "fighter" w/o having the "fighter" name on top of the character sheet. All those names are tags and "fluff" : to be used as evocative tools when suitable and discarded when they get in the way.</p><p></p><p>As such, I very often ask my players who they would like to be and what they would like to be able to do - I've found that most people mistake the two - and then I offer them mechanical solutions to what they ask. I'm a little like an investment specialist, I guess. People go in and ask for specific results and conditions, the consultant offers possible means.</p><p></p><p>I've begun being a bit more forcefull in my approach as I've found many people to mistake what they imagine a class-name <em>"should"</em> do with what it actually <em>does</em> in terms of feel, gameplay and mechanics-based "in-world" consequences. I have a greater system mastery than many others with whom I play.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6345493, member: 22362"] I'm almost never a player - but even then, I am a very big fan of WYCD [i]as[/i] WYA and inversely. By this I mean that I find it important that I can do what WYA implies in the game world. I am also one that would be labeled as a "mostly dis-associated" mechanics enthusiast. A prime example would be that I see absolutely no problem with playing (or having a player be) a "fighter" w/o having the "fighter" name on top of the character sheet. All those names are tags and "fluff" : to be used as evocative tools when suitable and discarded when they get in the way. As such, I very often ask my players who they would like to be and what they would like to be able to do - I've found that most people mistake the two - and then I offer them mechanical solutions to what they ask. I'm a little like an investment specialist, I guess. People go in and ask for specific results and conditions, the consultant offers possible means. I've begun being a bit more forcefull in my approach as I've found many people to mistake what they imagine a class-name [i]"should"[/i] do with what it actually [i]does[/i] in terms of feel, gameplay and mechanics-based "in-world" consequences. I have a greater system mastery than many others with whom I play. [/QUOTE]
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