fuzzlewump
Explorer
Maybe reread my post; I'm saying that the trait doesn't appear out of nowhere. If you start realizing your character is becoming a loud-mouth, it's safe to say that he was before the session started, even if you didn't write it down. This is of course case by case. If something really traumatic happens maybe he develops a silent trait or an anger trait or some such during the session itself. Anyway, I'm saying that to realize a trait like 'loud-mouthed' over the course of a session is fine, but it's still evidence of background intruding into play. Once you realize that your character is loud-mouthed, that trait influences decisions made.I've hashed this out in other threads, but I think it's safe to say there is more than one way to approach this. Are a character's actions based on who they are, or is who they are based on their actions? Why can't you discover a the character your playing is a loudmouth over the course of play, why can't emerging patterns over the course of play define a character just as easily as setting the parameters before the start of play? You needn't claim any trait out of nowhere, it simply is.
As far as do actions make the personality or does personality make the actions? It's really both. But whenever your making a character separate from your own personality, I believe it's best to set down what the personality of the character is beforehand, or else you're either only going to make decisions consistent with your own personality, which would be the case in a beer and pretzels combat oriented game mentioned toward the beginning of the thread, or make inconsistent decisions, like say switching back and forth between being good and evil erratically, with no explanation like say bipolar disorder. That said, no character is going to be completely consistent, but there should indeed be tendencies.
I agree, I'm really only talking about before the first session as "background." I'm really talking about 'prologue' here, or what happens before the story begins. Once the story begins, you can use whatever nomenclature you want, but I'm saying it's a good idea, if you want to roleplay a personality other than your own, to set down some guidelines before-hand which will help guide your character's decisions.This is only true if you accept that characters stop developing once play starts. I do not. How do you know what a character will do? Maybe you won't until he's done it. Just remember, today's adventure, is tomorrow's background.