
My turn:
-I enjoy role play involving three+ characters, but not more than five.
-I enjoy active role players that add bulk material as we role play along.
-Down to earth, low tier characters. Not a fan of high tier "Queens, Angels, Goddesses" type of role play.
-Must be framed by the game world. Not a fan of characters that are outside the game world such as vampires in a setting where they don't exist or where it wouldn't make sense that they run around the local Tavern sipping margaritas with the locals. Same goes for demons, werewolves, and so on. My current policy is; If you can't select the race in the character select screen, it's not one adventurers can be. No exceptions.
-Medieval light. I shy away from too many modernisms, but on the other hand I make a concession to the availability of magic.
-Absolutely do not like hybrids. Half-elf, half-human-half-elf, half-dragon, half-this, half-that.
-I'm very much against skeptics or atheists unless the setting allows it (The Secret World vs. Age of Conan for example). Conversely, I'm very much against philosophers using modern assertions in a high fantasy setting.
-My newest thing is over-protective and sheltered characters have begun to bug me. Not because I have a thing against the trope, but because I've noticed that I really don't have fun with these sorts of characters.
-I enjoy mercenary type work such as adventuring to an unknown place to take out a band of bandits. Going to some ruins to seek out relics, or running a dungeon all in character.
Keep the role play moving forward and active. This is my number one rule. I consider silence "dead air". I also consider an activity (such as investigating a relic) that takes too long a violation of this rule. If you the narrator wish for us to investigate something, keep it short (5 minutes at most), and resolve it or give us clues. The same goes for a character that doesn't react to me with either some form of information or something that keeps things interesting to the audience. Often times I find myself doing most of the talking do to this rule. But if the player I'm role playing with is too silent (including if that is their character type), I promptly move away. As I've said before; role playing to me is like being at the movie theater, even silent characters have lines and actions to convey to the audience.
-I enjoy role play involving three+ characters, but not more than five.
-I enjoy active role players that add bulk material as we role play along.
-Down to earth, low tier characters. Not a fan of high tier "Queens, Angels, Goddesses" type of role play.
-Must be framed by the game world. Not a fan of characters that are outside the game world such as vampires in a setting where they don't exist or where it wouldn't make sense that they run around the local Tavern sipping margaritas with the locals. Same goes for demons, werewolves, and so on. My current policy is; If you can't select the race in the character select screen, it's not one adventurers can be. No exceptions.
-Medieval light. I shy away from too many modernisms, but on the other hand I make a concession to the availability of magic.
-Absolutely do not like hybrids. Half-elf, half-human-half-elf, half-dragon, half-this, half-that.
-I'm very much against skeptics or atheists unless the setting allows it (The Secret World vs. Age of Conan for example). Conversely, I'm very much against philosophers using modern assertions in a high fantasy setting.
-My newest thing is over-protective and sheltered characters have begun to bug me. Not because I have a thing against the trope, but because I've noticed that I really don't have fun with these sorts of characters.
-I enjoy mercenary type work such as adventuring to an unknown place to take out a band of bandits. Going to some ruins to seek out relics, or running a dungeon all in character.
Keep the role play moving forward and active. This is my number one rule. I consider silence "dead air". I also consider an activity (such as investigating a relic) that takes too long a violation of this rule. If you the narrator wish for us to investigate something, keep it short (5 minutes at most), and resolve it or give us clues. The same goes for a character that doesn't react to me with either some form of information or something that keeps things interesting to the audience. Often times I find myself doing most of the talking do to this rule. But if the player I'm role playing with is too silent (including if that is their character type), I promptly move away. As I've said before; role playing to me is like being at the movie theater, even silent characters have lines and actions to convey to the audience.