Does Proactive Gaming mitigate the typical troubles with some character concepts (e.g. loner rogue)?
I've been thinking about beginner - expert scaling of classes and backgrounds for role play and collaborative storytelling. The gist is I think some classes/background/backstory choices can bake in both a connection between mechanics and roleplay and/or support group play. Other choices such as the loner rogue have a tradition of being problematic.
I wonder if the structure of table talk in proactive gaming is ideal for allowing the more challenging or problematic choices to work in a group game. (e.g. untrusting loner, antisocial hermit, sneaky rogue that wanders off, rogue that steals stuff, warlock that made a deal with the devil, or Sam Riegels always afraid scout Snyx in Age of Umbra).
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Eric Person
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Does Proactive Gaming mitigate the typical troubles with some character concepts (e.g. loner rogue)?
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