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<blockquote data-quote="5ekyu" data-source="post: 7742824" data-attributes="member: 6919838"><p>"@5ekyu - you are presuming, of course, that the pitch man is always successful. After all, I'm advocating a mechanical resolution here, which means that success is never guaranteed. "</p><p></p><p>Well, of course, no i did not presume auto-success or imply it. Any,more than sending minions to kill the PCs presumes or implies auto-success. </p><p></p><p>And again, its not about roleplaying, good, bad, other. Yah can keep painting the other side with bad roleplaying pellets... It is missing the mark.</p><p></p><p>A GM can order from on high "thy has taken exhaustion so though art tired and so thou must play it and represent it by being cranky" (or giddy silly giggly) or the player can make that same choice after being told "with your exhaustion level you character is tired" and **in either case** the roleplat that follows may match or not that decision.</p><p></p><p>What is at question here is not how neato nifty the player chooses to roleplay gee willikers but **who** decides how that character responds to the "result" of "tired". </p><p></p><p>Lets put it this way... </p><p></p><p>In combat if the ogre bashes my character for 10 hp and thst drops me to 20... Or of some injury like half spped busted knee etc... I take those results and apply them i suffer the effects. </p><p></p><p>But, how the character chooses to react to that remains their choice.</p><p></p><p>I can decide **in character**:</p><p>Time to run</p><p>Time to rage</p><p>Time to yell for medic and go defensive.</p><p>Time to say a prayer and keep swinging.</p><p>Etc etc etc etc.</p><p></p><p>That continues until some higher threshold takes it out of my hands and i no longer control my character.</p><p></p><p>What is being proposed here is to take the "how the character chooses to react" for social engagements and hand it to the GM. The player gets told not only that the pitch man made a sttong case but that the character was convinced... The character decided... The character agreed. </p><p></p><p>On top of that, now that the choice has been removed from the player, he is expected to play this other persons character.</p><p></p><p>At least in combat you are not required to play dead or be tagged as bad roleplayer! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I prefer games where the players are the ones playing their characters.</p><p></p><p>Radical, i know.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7742824, member: 6919838"] "@5ekyu - you are presuming, of course, that the pitch man is always successful. After all, I'm advocating a mechanical resolution here, which means that success is never guaranteed. " Well, of course, no i did not presume auto-success or imply it. Any,more than sending minions to kill the PCs presumes or implies auto-success. And again, its not about roleplaying, good, bad, other. Yah can keep painting the other side with bad roleplaying pellets... It is missing the mark. A GM can order from on high "thy has taken exhaustion so though art tired and so thou must play it and represent it by being cranky" (or giddy silly giggly) or the player can make that same choice after being told "with your exhaustion level you character is tired" and **in either case** the roleplat that follows may match or not that decision. What is at question here is not how neato nifty the player chooses to roleplay gee willikers but **who** decides how that character responds to the "result" of "tired". Lets put it this way... In combat if the ogre bashes my character for 10 hp and thst drops me to 20... Or of some injury like half spped busted knee etc... I take those results and apply them i suffer the effects. But, how the character chooses to react to that remains their choice. I can decide **in character**: Time to run Time to rage Time to yell for medic and go defensive. Time to say a prayer and keep swinging. Etc etc etc etc. That continues until some higher threshold takes it out of my hands and i no longer control my character. What is being proposed here is to take the "how the character chooses to react" for social engagements and hand it to the GM. The player gets told not only that the pitch man made a sttong case but that the character was convinced... The character decided... The character agreed. On top of that, now that the choice has been removed from the player, he is expected to play this other persons character. At least in combat you are not required to play dead or be tagged as bad roleplayer! :-) I prefer games where the players are the ones playing their characters. Radical, i know. [/QUOTE]
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