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What are your player traits and incentives? (from DMG II)
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<blockquote data-quote="Darkness" data-source="post: 2393609" data-attributes="member: 13"><p>For the record, my "Robin's Laws of good GM'ing" type is Tactician/Method Actor. (That's right - if it has a well-structured, predefined plot, I'm not interested. Then again, I'm rarely interested in being a player in any case, so...)</p><p></p><p>As for these...</p><p></p><p> Kinda, yes, but mostly as a means to an end. 7/10</p><p>Sort of, but I'm often flexible with who's "deserving." Also, it's very often a means to an important end. 7/10</p><p> Guilty as charged - I thrive on anticlimax and "1337 skillz." If I ever find myself in a fair fight, I likely either screwed up or did it because it simply felt like the "right thing to do" for my character. 10/10</p><p> Puzzles - thanks, but no, thanks. Cleverness - yep. Mysteries - eh, why not. 6/10 I don't, all that much, but I tend toward certain, very broad concepts. 6/10 Better than the opposite, at least. 7/10 Ideally yes, but other concerns are more important to me. Still, I make my own story, so... 8/10 Though I (if necessary and sometimes even if not) completely subordinate my concept at chargen to party needs, I make sure to get maximum mileage out of the end result. 10/10 If necessary, sure, and also for some types of campaigns, but in general I prefer to further a worthy cause and live by the rules of that group (though the ends justify quite a few dodgy means for many of my characters), rather than answering to no-one. 6/10 To me, that's a bonus, but hardly a priority - at all. 3/10 Sometimes, but most of my characters are team players (and indeed, team leaders - at least de facto, even if not in name). 3/10</p><p></p><p></p><p>So... That's Brilliant Planning, Story, and Psychodrama, then?</p></blockquote><p></p>
[QUOTE="Darkness, post: 2393609, member: 13"] For the record, my "Robin's Laws of good GM'ing" type is Tactician/Method Actor. (That's right - if it has a well-structured, predefined plot, I'm not interested. Then again, I'm rarely interested in being a player in any case, so...) As for these... Kinda, yes, but mostly as a means to an end. 7/10 Sort of, but I'm often flexible with who's "deserving." Also, it's very often a means to an important end. 7/10 Guilty as charged - I thrive on anticlimax and "1337 skillz." If I ever find myself in a fair fight, I likely either screwed up or did it because it simply felt like the "right thing to do" for my character. 10/10 Puzzles - thanks, but no, thanks. Cleverness - yep. Mysteries - eh, why not. 6/10 I don't, all that much, but I tend toward certain, very broad concepts. 6/10 Better than the opposite, at least. 7/10 Ideally yes, but other concerns are more important to me. Still, I make my own story, so... 8/10 Though I (if necessary and sometimes even if not) completely subordinate my concept at chargen to party needs, I make sure to get maximum mileage out of the end result. 10/10 If necessary, sure, and also for some types of campaigns, but in general I prefer to further a worthy cause and live by the rules of that group (though the ends justify quite a few dodgy means for many of my characters), rather than answering to no-one. 6/10 To me, that's a bonus, but hardly a priority - at all. 3/10 Sometimes, but most of my characters are team players (and indeed, team leaders - at least de facto, even if not in name). 3/10 So... That's Brilliant Planning, Story, and Psychodrama, then? [/QUOTE]
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