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Your player types.

Blue Ghost

SOC-14 5K
Knight
Just out of curiosity, what kind of players do you all like to play?

To start things out I like to think of my character as an extension of myself, so I tend to play the game as if I were there, but with no inhibitions. One of our guys was a Schwartzeneger "Commando" type, another a panicky five star general (with no spine), another a dagger expert with a bit of privateer/pirate in him.

Do you prefer high-adventure "Indiana Jones" type of stuff, maybe military epic stuff like "Wind and the Lion", or some real hard science fiction like something out of Niven, Bradbury or Asimov?

Does your group/character enjoy narrow escapes, evading traps, epic battles? I'm guessing a combination of all of the above.

Please share :)
 
hmm, what kinda of player eh?

since the pen is mightier than the sword -- I like the mental/communication types --

as true power shows itself in more subtle ways .... Conans' ability to swing his sword -- vs the High priest in having a girl jump to her death over his command ...

So intelligence, cunning, quick thinking -- and good 'contacts' always help .. lol
 
Firefly meets mission impossible meets Vorkosigan & Sten.

My personal PC type tended to be scouts and nobles, with Navy and Marine close behind.
 
Noble scoundrels with a little Dominic Flandry mixed with the Stainless Steel Rat. Narrow escapes when daring plans inevitably go wrong, calling for derring-do and sword play. Fast ships, fast women, and fast talking. And fortunes made and lost even faster.
 
Blue,

Being tagged as a GM early on, I never got to play that much. Often there would be no RPG session if I didn't bow to the need to GM. Instead of someone else GMing, they'd just rather play wargames instead.

My groups used a somewhat constrained set of player-characters thanks to an unwitting vicious circle of sorts. The players normally chose certain types, so I fashioned adventures and campaigns for those types, which meant they'd choose types for the types of adventures and campaigns I made, which meant I made more adventures and campaigns of the same type, which meant they chose characters, etc., etc., etc.

No one ever came to me wanting to play an alien, a psion, a noble, or many of the other Traveller archetypes. My players encountered and/or worked with mercenary units, they never were a mercenary group. Ditto spies, ditto commandos, and ditto several others.

My players were free traders, ship crew, active duty IISS, troubleshooters, and the usual ne'er-do-wells featured in the classic adventures.


Regards,
Bill
 
Blue,

Being tagged as a GM early on, I never got to play that much. Often there would be no RPG session if I didn't bow to the need to GM. Instead of someone else GMing, they'd just rather play wargames instead.

Pretty much same here. I think the last time I actually got to play a character in a game was like over 20 years ago. I always liked Traveller more than D&D, and RQ more than D&D....and there always seems a dearth of referees for either of those games.

But I'm not complaining; I found that I have more fun running the game because I get to play any character I want! Whatever strikes my fancy, whoever I encounter in a book or movie I can write them into an adventure so I get to play them. They may not always get to stick around long but its better than joining a game and being told by the ref that I can't run the kind of PC I like because he doesn't run that type of game.

I'm so used to it now that I honestly am not sure how well I'd do in running a PC. I'd probably be a helicopter parent.
 
Wow, de ja vu all over again. I ran about 60% to 75% of our adventures, and those guys were pretty ... "high strung"? At least a couple were. One lugged around his "Aliens" steadicam mounted LMG everywhere he could. He was like "Animal Mother" from Kubrick's "Full Metal Jacket".

http://www.youtube.com/watch?v=UkYE3Z_8Qmw

http://www.youtube.com/watch?v=k_dWKAfZvI8&NR=1

The rest of our guys were derivatives of the marines in "Aliens". Again, mister LMG usually did this;

http://www.youtube.com/watch?v=6kmTNObny3k
 
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Being tagged as a GM early on, I never got to play that much.
Hey, that sounds familiar. I'm trying to remember if I have ever actually played Traveller. I suppose I must have been a player at least once, 30+ years ago. However, I have done some solo adventuring. In those, I tend towards scouts and explorer types, not the big gun toting thugs. But I love to roll up characters, and I'll roll up anything, from the actors to zoologists!
 
Thulsa Doom: Ah. It must have been when I was younger. There was a time, boy, when I searched for steel, when steel meant more to me than gold or jewels.

Conan: The riddle... of steel.

Thulsa Doom: Yes! You know what it is, don't you boy? Shall I tell you? It's the least I can do. Steel isn't strong, boy, flesh is stronger! Look around you. There, on the rocks; a beautiful girl. Come to me, my child...
Thulsa Doom: [coaxes the girl to jump to her death]
Thulsa Doom: That is strength, boy! That is power! What is steel compared to the hand that wields it? Look at the strength in your body, the desire in your heart, I gave you this! Such a waste. Contemplate this on the tree of woe. Crucify him!

-- Now that could be a fun adventurer from say a religious dictatorship -- no telling what kind of messes and mayhem the character leaves behind .. lol
 
Hey, that sounds familiar. I'm trying to remember if I have ever actually played Traveller.


SP,

I got to play sometimes, but only in published adventures that rarely lasted more than one session. I never played in a fan-written adventure and never played in anything remotely resembling a campaign.

I don't think I'm a particularly good GM either. While I can think on my feet somewhat and thus rarely get surprised by the players' actions, I also tend to limit the number of "speaking" NPCs relying instead very heavily on spoken descriptions rather than actual "roleplaying" on my part.

I remember playing in a D&D session at a convention whose GM absolutely blew me away. He was an amazingly gifted mimic and seemingly produced voices and mannerisms for the various NPCs without effort. I especially remember an argument between two NPCs in which he "voiced" both sides while we all watched in delight.


Regards,
Bill
 
I tend either towards gun-toters, scouts or technically minded ones (those last most rarely, though). But I do usually play characters who know a bit about guns, unless I'm deliberately trying to be different. At some point I'd like to play a noble, though.

I am almost always a player, as I find the process of creating long-running campaigns to be ... not difficult, but time-consuming enough to kill my interest (one-shot games are easy for me, though).
 
My Traveller experience has mostly been that of a GM, and only rarely was I a Player.

But whenever I am a GM, I enjoy it when I get to host a varied player group. I like it when I am GMing a group of individuals.... one player is usually the bossy "leader type", the alpha of the group. At least one or two will be the ponderous intellectual types, very analytical and slow on the trigger. And one player is often the stealthy "rogue-type", the guy on the fringe, the lone wolf.

When I get a variety group like this, as GM, I often like to be mischievous... playing them against each other while they are engaged on a larger goal or mission. For example, I might enlist the "rogue-type" on a small side-mission, with a personal character goal that is contradictory (and possibly sabotaging) the general goal of the party. How the group pulls together (IF they can pull together) and sort out their differences.... is something I take devilish delight in watching.
 
Players (newgen) these days, like to play D&D in Space. Partially, because Traveller references are part of an older generation. I did the classic Haunted Space Station scenario played the theme from Alien and nobody had heard of it.

Or when you use concepts like Imperium or star systems they draw a blank. The expectation are that everything will look like Southern California or these days just outside of Vancouver.
 
Yeah -- but I have to blame the power-gamers and those with a super-hero complex -- lol. younger players treat like a damn video-game that their character can die and just hit a reset button -- and back at it again

instead of character development -- it comes down to an "adrenalin rush" ..
 
Players (newgen) these days, like to play D&D in Space. Partially, because Traveller references are part of an older generation. I did the classic Haunted Space Station scenario played the theme from Alien and nobody had heard of it.

Or when you use concepts like Imperium or star systems they draw a blank. The expectation are that everything will look like Southern California or these days just outside of Vancouver.
This may sound conceited, but I think our visual and emotional experiences via good sci-fi films and books, was/is superior to what's been put out in recent times. And based on that, this means that "role playing" a game that doesn't offer an in-game mechanic reward doesn't mean anything.

This is why there are so few single player computer games put out nowadays, as opposed to the mid to late 90s when it was the individual that the game had to satisfy. The same is true with movies. Today it's about target demographics instead of connecting to the individual end user. Therefore a computer gamer in his late teens to mid 20s may scoff at Traveller, but would want a game based on Avatar where he can "power level".

In the younger player's mind it's probably a reward that everyone else can see on a game server, verse being able to buy that snazzy ACR with an M203-ish high-tech GL that can throw frags well over the distance of a soccer stadium, and outwit the enemies and situations that GM conjured for you.

In one instance you're reading a book. The book itself is the commodity. If it's good, the people'll buy more. If it's bad, the book fails and falls into obscurity.

In the second instance you're at a social party, and you need to show off and impress people you've never met. And so the "keeping up with the Jones's" thing becomes the marketing strategy, because it's the whole notion of staying ahead of everyone else to show how successful you are.

It's also the reason movies are so awful today, and why computer games have also gotten worse.
 
Video games post Space Invaders were almost all bad...at least all the good ones...;)

Maybe, video games are to blame certainly they affect our online behaviors but when I go to a movie, I expect to be entertained and that must have an element of drama to it. Otherwise, I might as well play the videogame...which I have not for a good 14yrs now. But, as an avid movie goer, the quality has also gone down because of some of the success stories creating emulation on the visual aspect and neglecting things like plot, theme and dialogue...
 
I think it’s all a closed feedback loop that is causing the trouble all across the spectrum: increased videogaming leads to shorter attention spans because instant gratification is what you get with the game so you now expect it in the movies and Hollywood gives that demographic what it wants because they pay for it and when combined with less reading of actual books and not being taught critical thinking (or how to think at all beyond the next 5 minutes if that) leads back to the inability to even have the slightest clue as to what to do in an RPG unless spoon-fed every little thing. And there had better be lots of chrome and flashy goodies laying around or everyone gets bored and stupid. The ones who can’t or won’t stay actively involved start wandering around turning on TV’s and the PSP.

And God forbid you hurt or kill anyone in the game – I’ve seen a steady increase over the years of players who get mad or just flat out quit playing if their character gets killed or has all his pretty stuff taken away.

Case in point: early in my current campaign (until they finally started to “get it” about how to play the game) even one of the players who should have known better – but hadn’t played in my game for over 10 years – got all pouty and bugged over an incident that would in the past have probably resulted in my just shrugging and saying, “So be it” – then unleashing hell on the entire group.

Players are escorting a bulk carrier to the jump point in case they run into a privateer who has been seen lurking in the area. They hear a mayday call over comms from another merchant who is under fire by that privateer. The players haven’t built up much of a vector yet so they decide to tell the bulk carrier to continue to the jump point and go…they’ll be right behind them (uh huh..right – but I let that kind of thing slide since long ago I gave up on trying to clue players in on all the time=distance stuff…education just isn’t what it used to be).

So the players move in to help the merchie and the enemy is a 300 ton raider armored and loaded for bear; it’s pounding the snot out of the 400 ton merchant who – thinking the cavalry is coming instead of a 200 ton ship manned by wannabe terrors of the spaceways – is putting up one heck of a fight. The turn before the players come in combat range the merchie loses its power plant to a critical hit and the enemy tells the players to back off – “This prize is mine, you are outgunned and this crew will run out of air soon if you try to fight.”

Players, “Not so fast…fire, fire, fire”. And they engage while the merchie is screaming for them to just stop and allow him to evacuate his crew. The players press on and the enemy, who knows his business, takes out one of their turrets and blows out their cargo hold (no more ATV, and the 10 mercs in low berths float away) with a missile and laser barrage.

The players, including the one who should have known better decide to press the attack and actually said, “We’re the players, Scott won’t kill us off this soon so let’s take a chance.” Sad, really.

So they manage to take out one turret on the enemy before he knocked out their remaining one, all but destroys their M-Drive, and kills the navigator when the bridge gets hit with a missile and he fails his saving roll to seal up (nobody ever said they were getting their suits on) since he didn’t even have Vacc Suit skill.

At this point the players are ticked off, including the captain (who should have known better after years of playing with me and refereeing the game himself) and are just throwing down their dice and ready to quit. They gripe that this is too soon for this kind of thing, they weren’t ready yet. I tell them the enemy commander radios over and says, “Fair warning…this merchant has cargo I want, and a ship for a prize. His crew needs rescue, my next salvo will probably destroy you and cost this crew it’s lives. Today you lost and cost me a turret…maybe next time you’ll win. For now your choice is to live till next time – and let these merchants live, or do I kill all of you right now and still get the cargo and prize? Your choice – you have 5 seconds.”

If looks could kill I’d have died right there. But, the players pouted and went away to rejoin the bulk carrier as best they could while patching up their ship. Of the 5 who played only 3 came back the next session and the others needed reminding of the why’s and wherefore’s of the event and how they can’t always win. T’aint a videogame, no reset button, yada yada. There are moral choices to be made, consequences to actions, allies and enemies alike will respond to those choices based on their own perceptions and desires, etc..

But it has been touch and go since…every time they complete something they look at me to hold their hands and walk them through the next segment. Little or no input on their part…”I dunno anymore what we are supposed to be doing…what do you want us to do?”

Maybe I’ll just start calling adventures levels and that might help them. Or kill them all off and put the game away for good. These guys will play Call of Duty for hours and hours, even when they die like every 30 seconds or so, but they have no clue what to do in a campaign game where they can do almost anything they want to if they could just wrap their heads around the idea that it’s an open-ended system but like real life there is a cause and effect equation to be dealt with.

Oh, and that imagination thing. Yeah…maybe I need a bigger cluebat.
 
The players, including the one who should have known better decide to press the attack and actually said, “We’re the players, Scott won’t kill us off this soon so let’s take a chance.” Sad, really.

Verisimilitude and role-play is already dead when they think like that. They no longer give a rat's ass about the consequences of their actions.
 
Video games post Space Invaders were almost all bad...at least all the good ones...;)

Maybe, video games are to blame certainly they affect our online behaviors but when I go to a movie, I expect to be entertained and that must have an element of drama to it. Otherwise, I might as well play the videogame...which I have not for a good 14yrs now. But, as an avid movie goer, the quality has also gone down because of some of the success stories creating emulation on the visual aspect and neglecting things like plot, theme and dialogue...

Heh, I uninstalled "Steam" and all the games affiliated with it last year. I finally threw up my hands and realized that I needed to something else. The Half Life multiplayer games (Counter Strike et al) are all notoriously hacked. Every server I ever logged onto; aimbots. Amazing headshot from across the map, followed by another and another.

I mean, why play at all if all you're going to do is cheat and make people miserable? Or forget about cheating. Why play at all if all you want to do is to show how much you can manipulate the rules and "gain stuff" in the game, so to speak.

I remember a guy on the SFB BBS who stated that he thought all the visual materials were a waste of time. My gut reaction was thus; well, if that's true, then why have nomenclature too? Why call a photon torpedo a photon torpedo, or a phaser a phaser. Why have any references to the fiction that game draws on, and just make up an exercise of rolling dice and writing down numbers?

In Traveller why call a shotgun a shotgun, and have its associated scatter effect codified in the rules? Why call a starship a starship? It's why don't do much online gaming anymore, or if I do, then it's a game that I know has a clear set of objectives and good backdrop to it.

Conclusion; you need a good group of folks in any group activity. :)
 
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