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What about a book of "character development"?
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<blockquote data-quote="amerigoV" data-source="post: 5440623"><p>Are you looking for history or ways to build a more interesting character personality? For history, I second Central Casting - very detailed and pretty fun.</p><p></p><p>However, for ME, I never found that helped with character personality development other than a bit of flavor text. Over time, I see PLAYERS still tend to make similar decisions with their PCs personality coming into play so long as it did not screw the group/PC over from a metaplot perspective. </p><p></p><p>BUT, having played a bit of Serenity (Cortex) and now a lot of Savage Worlds, I think a good solution is to use a flaws/hindrance system. In those two systems not only do you get some build points for taking them you also get plot / bennies that can be used to alter outcomes if you roleplay your hindrance when it metagaming screams not to. The reason I think it works is that the game system encourages play to you hindrances, and lets face it a big definer of our personality is our flaws. </p><p></p><p>For example, the group is hiding and observing an area. An undead shambles nearby. Marcus the rogue notices a gold chain dangling off said undead. Marcus with the Greedy hindrance sneaks out towards the undead, with a twinkle of gold (and a bennie) in his eye.</p><p></p><p>I have never seen anyone in a D&D game do that as they figure they will eventually destroy the undead and get the loot then (and save your reply, I am sure you are in a group of thespians that value roleplay over gameplay - the groups I have been in generally do not). I've had the same D&D players do that when first introduced to Savage Worlds (and the other players encouraged them). Plus, as GM, I like to hold up a bennie and entice players into an bennie generating action (another example: big glowing magical pool - "say, doesn't someone in the group have the Curious hindrance?"). Nothing like goading a veteran player into taking an ill advised action for a bennie.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5440623"] Are you looking for history or ways to build a more interesting character personality? For history, I second Central Casting - very detailed and pretty fun. However, for ME, I never found that helped with character personality development other than a bit of flavor text. Over time, I see PLAYERS still tend to make similar decisions with their PCs personality coming into play so long as it did not screw the group/PC over from a metaplot perspective. BUT, having played a bit of Serenity (Cortex) and now a lot of Savage Worlds, I think a good solution is to use a flaws/hindrance system. In those two systems not only do you get some build points for taking them you also get plot / bennies that can be used to alter outcomes if you roleplay your hindrance when it metagaming screams not to. The reason I think it works is that the game system encourages play to you hindrances, and lets face it a big definer of our personality is our flaws. For example, the group is hiding and observing an area. An undead shambles nearby. Marcus the rogue notices a gold chain dangling off said undead. Marcus with the Greedy hindrance sneaks out towards the undead, with a twinkle of gold (and a bennie) in his eye. I have never seen anyone in a D&D game do that as they figure they will eventually destroy the undead and get the loot then (and save your reply, I am sure you are in a group of thespians that value roleplay over gameplay - the groups I have been in generally do not). I've had the same D&D players do that when first introduced to Savage Worlds (and the other players encouraged them). Plus, as GM, I like to hold up a bennie and entice players into an bennie generating action (another example: big glowing magical pool - "say, doesn't someone in the group have the Curious hindrance?"). Nothing like goading a veteran player into taking an ill advised action for a bennie. [/QUOTE]
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What about a book of "character development"?
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