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Member Since: 08/12/2002
Player Experience Points: 1335
As a player: Defining myself along the roleplay - hack/slash spectrum is difficult. I don't consider myself a heavy role-player for three simple reasons. One, I don't typically speak/type in a medieval dialect. You'll hear little in the way of "Hark!" or "Lo, look there yonder" from me. Second, I bring my own progressive sentiments to the table when I play. In my days of Everquest, my human paladins never had a problem accepting a dark elf shadowknight into the group, etc. Third, and finally, my end goal of a character is superhuman. I don't think that any high-level character is truly fit to retire until they've taken on Tiamat (my all-time fav. monster) or some such other named power.
Note that I don't attack either of the above aspects of play. In terms of speech, I keep everything appropriate. No "Hark!" from me, but no "dude" either. Likewise, I have no problem (and even appreciate) some "Hark!" from group members, but really do *not* want to adventure with a group of surfers.
Similarly, when racial/alignment clashes occur, I appreciate others in the group role-playing their sentiments; I expect very few paladins to be as open-minded as mine was. I take racial attacks (I usually play an elf) in the spirit they are given.
As far as my attitude towards hacking and looting, my single greatest enjoyment from gaming is the feeling of earning the loot my party achieves. I prefer a campaign that *slowly* levels the party, and *slowly* grants rare and magic items as loot. So, insofar as items, loot, experience, and power as important to me, I'm into the hack/slash thing. But I like all those things to really mean something about my character as well. I hate power-leveling, twinking, and any other such concept.
As a dungeon master, my values as a character definitely show through. I created a campaign years ago for 2nd edition, and periodically modified it throughout the years. My goal was always to see just how many lengthy modules I could fit into the campaign such that the party could begin as level 1, and very slowly progress to the 30-ish range--savoring the experience of those first few levels, never rushing too quickly past any level or point of advancement in a character career, and finally never growing bored with the rate of advancement of a high-level character. Bringing all those experiences together, allowing player experiences that are challenging and interesting at low, medium, and high levels, this is important to me.
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