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What is your playstyle?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5978511" data-attributes="member: 710"><p>Yes, I find it hard to put a finger on what a play style is and what mine would be.</p><p></p><p>I know this - </p><p>I like action</p><p>I like tactical battles (and I don't really mind if the battle is abstract and the tactics are mostly determined by mechanics and not necessarily by direct "real world logic"). </p><p></p><p>I like stories and I like to think of my character as a protagonist in a story and being part of that world. I say protagonist specifically - I am not just some random guy, I may not quite have a pre-defined destiny, but I am definitely in the right place and at a the right time, which gives me responsibility and influence.</p><p>I like being able to come up with solutions to problems, but I hate puzzles. I am always dumbfounded when it comes to some clever puzzle or riddle. But I like whodunnit -it's just something more relatable than trying to find out what kind of wordplay the author had in mind. (Even though I otherwise like playing with words for humor, not if it stands in the way of the adventure).</p><p></p><p>The kind of game mechanics need to be precise and clearly formulated. It can be abstract (I think I'd enjoy a game using concepts like "fail forward" and the like, I don't need process simulations), but as a player and as a DM I like to have a good idea what I can do and how I can do it.</p><p></p><p>As DM, I enjoy creating a world and craft scenarios that the players can interact with. I tend to make certain assumptions on how players may do things, but not too much. I will certainly give them a healthy dose of combat.</p><p>I like low-maintenance games, which means I don't want to have to worry about overpowered or underpowered characters and I really don't want to vet player character sheets for broken stuff. I just want there to be no broken stuff in the first place.</p><p>I like to have solid guidelines on stuff like NPC strength and a means of determining how difficult certain tasks are for players (so not just combat stats, but also non-combat stuff - what is a DC for a skill check that the players can reasonably make?)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5978511, member: 710"] Yes, I find it hard to put a finger on what a play style is and what mine would be. I know this - I like action I like tactical battles (and I don't really mind if the battle is abstract and the tactics are mostly determined by mechanics and not necessarily by direct "real world logic"). I like stories and I like to think of my character as a protagonist in a story and being part of that world. I say protagonist specifically - I am not just some random guy, I may not quite have a pre-defined destiny, but I am definitely in the right place and at a the right time, which gives me responsibility and influence. I like being able to come up with solutions to problems, but I hate puzzles. I am always dumbfounded when it comes to some clever puzzle or riddle. But I like whodunnit -it's just something more relatable than trying to find out what kind of wordplay the author had in mind. (Even though I otherwise like playing with words for humor, not if it stands in the way of the adventure). The kind of game mechanics need to be precise and clearly formulated. It can be abstract (I think I'd enjoy a game using concepts like "fail forward" and the like, I don't need process simulations), but as a player and as a DM I like to have a good idea what I can do and how I can do it. As DM, I enjoy creating a world and craft scenarios that the players can interact with. I tend to make certain assumptions on how players may do things, but not too much. I will certainly give them a healthy dose of combat. I like low-maintenance games, which means I don't want to have to worry about overpowered or underpowered characters and I really don't want to vet player character sheets for broken stuff. I just want there to be no broken stuff in the first place. I like to have solid guidelines on stuff like NPC strength and a means of determining how difficult certain tasks are for players (so not just combat stats, but also non-combat stuff - what is a DC for a skill check that the players can reasonably make?) [/QUOTE]
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