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Casual Player, Casual Roleplaying, Sucking the Wonder Away
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<blockquote data-quote="phindar" data-source="post: 3992062" data-attributes="member: 37198"><p>I think this is short-sighted for two reasons. 1) It naive to expect players to enjoy the game for very long if you punish them for doing the things they enjoy, and 2) Its not really a consequence if it was something that was going to happen anyway. I'm assuming that this powerful, abusive husband wasn't put into the game merely as background filler, and that its a part of the plot. Which means he's going to turn up, even the characters are being as quiet as a church mouse peeing on cotton. </p><p></p><p>Further, I think if you go back through fiction (which aren't the greatest of gaming guides, but bear with me), you'll find very few stories about people who always do the most advantageous thing. Heroes are supposed to live dangerously. Characters are supposed to take chances. Personally, I find the bard who is determined to be famous even if it draws the ire of her abusive, powerful ex-husband to be far more dramatic and interesting that the bard who moves to another town is tries not to draw attention to herself. (Eberron is heavily pulp-influences and pulp is the American Tragedy.)</p><p></p><p>The trick is to give the character a chance to accomplish her immediate goal (be famous in this case) and to make the consequences interesting (the nemesis showing up), and <em>not</em> have it play like, "You were foolish and now your character is being punished," but rather as something that drives the plot forward. Conflict drives the action.</p><p></p><p>But I think those are two seperate issues. What she is doing specifically isn't as big a deal as you guys having different, somewhat incompatible playing styles.</p></blockquote><p></p>
[QUOTE="phindar, post: 3992062, member: 37198"] I think this is short-sighted for two reasons. 1) It naive to expect players to enjoy the game for very long if you punish them for doing the things they enjoy, and 2) Its not really a consequence if it was something that was going to happen anyway. I'm assuming that this powerful, abusive husband wasn't put into the game merely as background filler, and that its a part of the plot. Which means he's going to turn up, even the characters are being as quiet as a church mouse peeing on cotton. Further, I think if you go back through fiction (which aren't the greatest of gaming guides, but bear with me), you'll find very few stories about people who always do the most advantageous thing. Heroes are supposed to live dangerously. Characters are supposed to take chances. Personally, I find the bard who is determined to be famous even if it draws the ire of her abusive, powerful ex-husband to be far more dramatic and interesting that the bard who moves to another town is tries not to draw attention to herself. (Eberron is heavily pulp-influences and pulp is the American Tragedy.) The trick is to give the character a chance to accomplish her immediate goal (be famous in this case) and to make the consequences interesting (the nemesis showing up), and [i]not[/i] have it play like, "You were foolish and now your character is being punished," but rather as something that drives the plot forward. Conflict drives the action. But I think those are two seperate issues. What she is doing specifically isn't as big a deal as you guys having different, somewhat incompatible playing styles. [/QUOTE]
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