Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.3 alpha 4/15/85; site fear.UUCP Path: utzoo!watmath!clyde!cbosgd!ukma!psuvm.bitnet!psuvax1!burdvax!sdcrdcf!sdcsvax!dcdwest!ittatc!decvax!decwrl!pyramid!pesnta!amd!amdcad!cae780!weitek!fear!robert From: robert@fear.UUCP (Robert Plamondon) Newsgroups: net.games.frp Subject: Re: Multiple characters Message-ID: <309@fear.UUCP> Date: Wed, 11-Dec-85 13:21:29 EST Article-I.D.: fear.309 Posted: Wed Dec 11 13:21:29 1985 Date-Received: Sat, 14-Dec-85 04:07:35 EST References: <440@ucdavis.UUCP> <1767@uwmacc.UUCP> <688@caip.RUTGERS.EDU> Distribution: net Organization: Weitek Corp. Sunnyvale Ca. Lines: 22 Summary: What's all the fuss about? With all the complaints about multiple characters, you'd get the impression that the GM can play hordes of NPCs perfectly, but players inevitably crash and burn when trying to play two characters. In reality, good players can play multiple characters well, and poor players can't even play one character well. When I play multiple characters, I usually have a strong one and a weak one, due to the characters' personalities and abilities. I usually play the strong seriously, and the weak one comically (i.e., lots of quirks and odd hobbies, and perhaps a weakness for practical jokes). If you have trouble with separating your characters, have them dislike each other. It helps a lot, though the other players may get irritated when you spend fifteen minutes talking to yourself as your characters argue with each other. -- Robert Plamondon UUCP: {turtlevax, resonex, cae780}!weitek!robert FidoNet: 10/624 robert plamondon