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Dragon Reflections #11 - The Sorcerer Speaks!
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<blockquote data-quote="MNblockhead" data-source="post: 7758206" data-attributes="member: 6796661"><p>The issue of a player wanting to RP their character's selfish goals at the expense of party goals isn't really one that can be solved mechanically, short of a multi-DM game or some fluid DM/Player game with multiple individual breakout sessions that come back for group play. That, however, would be difficult to do without a great deal of time. </p><p></p><p>Games like InSPECTREs do a great job of letting players have their day in the sun and empowers them to change the plot to their interests by getting to say what happens in the game if the player rolls high enough and using the "confessional booth" mechanic to even makeup background about another character (which the other player can reject--making it just slanderous gossip--or accept for a mechanical benefit). But even in a highly dynamic, improvisational, character-driven game like that, you have to be thinking about group goals and group fun or it all falls apart. You can go off and woo the princess, but more than a few minutes of time on that and other players are going to move the spotlight or the game is going to fall apart. </p><p></p><p>Also, I don't think that there is some blind spot that existed for decades causing generations of developers to overlook this supposedly ideal, max-individual-agency style of play. I think most players just do not want it. As a DM, I've run the occasional solo adventure for a player who wanted to pursue a character's personal side quest, but it didn't detract from the rest of players and it was something I was interested in preparing and running. It is not something I do often because I don't have a lot of time for it and it is extra work.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7758206, member: 6796661"] The issue of a player wanting to RP their character's selfish goals at the expense of party goals isn't really one that can be solved mechanically, short of a multi-DM game or some fluid DM/Player game with multiple individual breakout sessions that come back for group play. That, however, would be difficult to do without a great deal of time. Games like InSPECTREs do a great job of letting players have their day in the sun and empowers them to change the plot to their interests by getting to say what happens in the game if the player rolls high enough and using the "confessional booth" mechanic to even makeup background about another character (which the other player can reject--making it just slanderous gossip--or accept for a mechanical benefit). But even in a highly dynamic, improvisational, character-driven game like that, you have to be thinking about group goals and group fun or it all falls apart. You can go off and woo the princess, but more than a few minutes of time on that and other players are going to move the spotlight or the game is going to fall apart. Also, I don't think that there is some blind spot that existed for decades causing generations of developers to overlook this supposedly ideal, max-individual-agency style of play. I think most players just do not want it. As a DM, I've run the occasional solo adventure for a player who wanted to pursue a character's personal side quest, but it didn't detract from the rest of players and it was something I was interested in preparing and running. It is not something I do often because I don't have a lot of time for it and it is extra work. [/QUOTE]
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