I'd say that perfectly summarizes my approach too. Back when I was just starting with online roleplay, I tried many different topics, themes and character archetypes. In terms of fun, some of those roleplays were dreadful, some were fun, some were surprisingly enjoyable, but all helped me confirm or discover my likes and dislikes. After a while, I've settled down with my favourite niches and stick with them, though once in a blue moon (har har!) I venture out ad try something else.For myself, I used to be more experimental, but I've been writing long enough that I mostly know what I like and I don't. Here and there, I might try something out of my norm, but it is pretty rare.
In 1-on-1 RPs, that sort of thing can be good value - playing a character that's "opposite" your partner.On the other hand, in the few instances I get to be a player in tabletop RPGs, I don't stick to any archetype in particular, but try to fill what the group lacks to make it easier for the GM. E.g. being the party's face if everyone wants to play silent and brooding types, or be the crafty law-breaking schmuck if everyone else is a paragon of law and order.
You're a bit off the target. In that particular case, it wasn't about playing a Chaotic Asshole rogue (and boy, do I "love" having those in a party), but rather having someone morally gray who could sneak, picklock or pickpocket when need be, without having other players break their law-abiding characters. Yeah, a good set of players and GM could still play around lack of those skills, but back then I knew that both the players and the GM were inexperienced, so figured I might as well play it safe.In a group TTRPG, that can become a little more murky. In your second example, playing the law-breaking schmuck against everyone else's Lawful Paragon might bring a lot of OOC entertainment value, but it risks bringing a lot of IC trouble the players don't want, to the point where the other players may feel they can't play their characters the way they might do for the sake of party cohesion. A group of lawful PCs might get sick of their lawless rogue stealing shit and turn him in to the local watch, and your character is done...but OOC that doesn't work for the group, so...
Ah, that's fair enough. It also helps if the Lawful Paragons don't move and act like they've got poles up their butts, too. Having that morally grey person in the party is definitely useful, for sure.You're a bit off the target. In that particular case, it wasn't about playing a Chaotic Asshole rogue (and boy, do I "love" having those in a party), but rather having someone morally gray who could sneak, picklock or pickpocket when need be, without having other players break their law-abiding characters. Yeah, a good set of players and GM could still play around lack of those skills, but back then I knew that both the players and the GM were inexperienced, so figured I might as well play it safe.