» Sat Feb 19, 2011 10:04 am
hardcoe or casual role player as opposed to me, a hardcoe or casual gamer. I voted mixed then sat for 1/2 an hour anolysing how I approach RPGs, not something I've really sat down and thought about before. So...
I don't build comprehensive back stories, though I admire those who do. Choosing a race is totally subjective, it comes down to looking at what is available and picking the option that feels right at the time. This usually gives my character some base stats which I may tweak depending on my perception of the character I now see before me. At this point I usually make a coffee.
Looking again at the character and taking into consideration any background information the game provides I give my character a very basic history. Were they born in the country or a town? Rich or poor? Parents? Manual labourer or something more academic? Law abiding or more freelance? There is a bit more to it but nothing too elaborate, I enjoy the process as this is the point I start to relate to the character which is something I find very important in the long run.
Basic history in place it's now back to the stats. Country born may mean stronger than average, more athletic, agile, perhaps good with a bow. Rich may mean better educated so higher intelligence (which is a misnomer here but it will do), versed in sword fencing perhaps, a bit of a cad or capricious, naive perhaps. All stereotypical BS really and my interpretation of any of it may change from one day to the next. The important thing is, it allows me to modify the base stats to something I find credible for the character I'm creating.
In TES there have of course been birth signs, a nice touch. I may chose one that reflects the dreams or aspirations of my character, or maybe find one that somehow links to some imaginary incident or influential person in my characters past.
Quite a solid character now, one I can relate to and probably time for another coffee.
Into the game at last. The character in front of me is obviously not me; stronger (or not), faster (or not), smarter (or not), more devious (or not) all of these and more. My part in the game is to act as the inner voice, reacting to whatever eventualities the game may present with a mixture of me and how I imagine my character would react. I have never swung a sword or cast a spell or talked a bandit out of a fight, but if my character is skilled then I would expect them to do better a job than I would. If my character lacks skill then I'm not surprised if they miss or fail at some tasks, and I may ponder on improving certain skills next time I get the chance, which brings us to levelling.
I find levelling very annoying if the game insists on forcing certain stats or skills to be increased all, or almost all, of the time. This is simply poor design or an indication that the main focus of the game runs counter to that suggested by the skills and abilities the game presents. If my character had a recent lucky escape I may increase luck, lugging loot around for days on end I may increase strength or endurance, a lot of mountain climbing I may increase agility, reading books, bartering etc. etc. I guess this was the original idea behind the +2,3,4,5 multipliers, they help show the player where the character focus has been since the previous level and can be used as a guide to further role play, or they can be ignored if the player considers certain recent events to be more important to the way their character would respond.
There you have it. Perhaps a little hardcoe and totally different to the way I'd approach a FPS or RTS etc. I enjoy the distinction between the different genres, the variation in styles is the one thing above all others that keeps gaming fresh.