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Roleplaying Motives - 200 pages of answers?
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<blockquote data-quote="payn" data-source="post: 8165019" data-attributes="member: 90374"><p>1. Campaign setting and pitch is usually a primary motivator. What type of game are we playing? What types of genres are we trying to emulate. I didnt notice that option in your list of stuff above. I guess background and backstory would be primary motivators, with race and class perhaps being secondary motivators. Alignment in D&D/PF games is an important element at my table. It helps determine the characters views, goals, and methods. </p><p></p><p>2. I love the idea of traits, ideals, bonds, flaws but never seen a good way to implement it. I guess how much mechanical impact should these items have? If its significant, it leads to optimization and sort of mutes the whole point. I do like helping players add some flavor this way as not all players are great at bringing a character to life.</p><p></p><p>3. Equipment, meh. I dislike necessary magic items as used in 3.5/PF1. I had a player once use a large dwarven axe for the best damage. After a couple sessions it was like the character was the axe. I am glad modern design is moving away from item reliance. Let magic items be cool again and this might not be such a problem as its been.</p></blockquote><p></p>
[QUOTE="payn, post: 8165019, member: 90374"] 1. Campaign setting and pitch is usually a primary motivator. What type of game are we playing? What types of genres are we trying to emulate. I didnt notice that option in your list of stuff above. I guess background and backstory would be primary motivators, with race and class perhaps being secondary motivators. Alignment in D&D/PF games is an important element at my table. It helps determine the characters views, goals, and methods. 2. I love the idea of traits, ideals, bonds, flaws but never seen a good way to implement it. I guess how much mechanical impact should these items have? If its significant, it leads to optimization and sort of mutes the whole point. I do like helping players add some flavor this way as not all players are great at bringing a character to life. 3. Equipment, meh. I dislike necessary magic items as used in 3.5/PF1. I had a player once use a large dwarven axe for the best damage. After a couple sessions it was like the character was the axe. I am glad modern design is moving away from item reliance. Let magic items be cool again and this might not be such a problem as its been. [/QUOTE]
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Roleplaying Motives - 200 pages of answers?
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