
I value plausibility above all else when it comes to role-play. If I feel as though a character is just a bizarre amalgamation of various poorly thought out ideas stacked on top of one another then I lose interest pretty fast and don't feel compelled to interact with that particular individual.
In my opinion more role-players need to be satisfied with creating a character that has one or two unique traits instead of pushing the number of special tendencies to ridiculous levels.
Eyebrows will quite obviously be raised if someone's character is a half-breed and has the echo and is well connected to various major organisations/key individuals within the lore whilst also being a man hating lesbian and described as beautiful and charismatic.
A bit of an extreme example, perhaps, but role-play is a group activity for the most part. Designing a character that doesn't feel like a giant gimmick is important if one values longevity and development.
In my opinion more role-players need to be satisfied with creating a character that has one or two unique traits instead of pushing the number of special tendencies to ridiculous levels.
Eyebrows will quite obviously be raised if someone's character is a half-breed and has the echo and is well connected to various major organisations/key individuals within the lore whilst also being a man hating lesbian and described as beautiful and charismatic.
A bit of an extreme example, perhaps, but role-play is a group activity for the most part. Designing a character that doesn't feel like a giant gimmick is important if one values longevity and development.