Magi Chronicles RPG (4e Sourcebook)/Character Roleplaying
Whether new to the concept or a seasoned veteran of role-playing, you'll find that the core structure of any role-playing game is by the characters-- and the players that control these characters. Some like to take role-playing seriously, while others take it by stride-- some even find it as a challenge. The elements of good role-playing doesn't come from the structure of the game-- the character defines that structure. What is important is that you, as a player, keeps the aspirations and personalities of your character in mind.
In a campaign where wars wage on and rebellions stick to the main populace-rich environments, you are much more than just a race, class, and a bunch of feats and special abilities. You are the protagonist of the world, and your actions have a direct influence on the world, whether it be minor or major. Just like any other character in novels and movies, the character has goals and ambitions, likes and dislikes, motivations and mannerisms, moments of glory and failure, etc. The best character in the Magi Chronicles world are those that make a name for themselves, or whom that will be remembered amongst his people, family, and or close friends. Aruun, a 5th level marine, is is every bit as playable even without any embellishments-- however, when those personality traits come into effect (in this case, Aruun is wise, rash, and open-minded-- easily able to work with others, yet is a little weary of conversation), it can take an individual character and turn him or her into something greater than just numbers. A well-crafted character personality-- in hindsight-- expands your experience of the game dramatically.
The Magi Chronicles is a role-playing game in of itself, but it does not necessarily mean an exercise in improvisational theatre. When your character is faced with a task of getting out of sticky situations, it's up to the players themselves to figure out how to get out of it or to find ways to solve the problem. With the inclusion of teamwork, they can all get out of harm's way fairly quickly-- without any arguments later on, squabbling over what they could've done earlier. Not everything will work out exactly how the players will envision it, and that's okay-- expect the unexpected.
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