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Grey beard culture question about critical role
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<blockquote data-quote="Warpiglet-7" data-source="post: 8676874" data-attributes="member: 7025282"><p>I may have a similar experience. OP: I think it’s related to game philosophy.</p><p></p><p>I think Crawford is smart and quite talented. But when I hear: “ways to tell your story” and it’s derivatives, it’s like nails on a chalkboard. The implication is that the YOUR story is going to win out and happen as designed.</p><p></p><p>I played as a little kid but then in earnest as a teen in the late 80s. We tried to tackle challenges and make a mark, meet goals. But we were never guaranteed “our story.” Sometimes we died.</p><p></p><p>Sometimes we won. Hey I want to take over this cave system as our hideout! Many dead orcs later, we did just that. Other times we ran like hell.</p><p></p><p>We skip over things that seem trivial to the adventure a lot. Yes, this small town has two sets of medium armor and lots of ammunition: book price. We don’t talk all of those occasions out unless I get the bright idea that we could pump the blacksmith for information….</p><p></p><p>I just don’t like the idea (me! Just an opinion!) of crafting a story and taking the DMs hand and showing him how it has to be. It might work and it might not. And we might die. </p><p></p><p>Very different than what I have seen a subset of newer players do. And we are very focused on the rules in combat..but the book as much as makes sense.</p><p></p><p>The philosophy of a character arc is unknown to my group. We play it until we are bored with it or another campaign idea grabs us.</p><p></p><p>That said, do we roleplay? Heck yeah. Sometimes funny accents and mannerisms along with behavior patterns in game. </p><p></p><p>I think the idea of “my story” as primary is not a fit with what we do. We take it by force or the world dictates but we don’t tell the dm how the story will go.</p></blockquote><p></p>
[QUOTE="Warpiglet-7, post: 8676874, member: 7025282"] I may have a similar experience. OP: I think it’s related to game philosophy. I think Crawford is smart and quite talented. But when I hear: “ways to tell your story” and it’s derivatives, it’s like nails on a chalkboard. The implication is that the YOUR story is going to win out and happen as designed. I played as a little kid but then in earnest as a teen in the late 80s. We tried to tackle challenges and make a mark, meet goals. But we were never guaranteed “our story.” Sometimes we died. Sometimes we won. Hey I want to take over this cave system as our hideout! Many dead orcs later, we did just that. Other times we ran like hell. We skip over things that seem trivial to the adventure a lot. Yes, this small town has two sets of medium armor and lots of ammunition: book price. We don’t talk all of those occasions out unless I get the bright idea that we could pump the blacksmith for information…. I just don’t like the idea (me! Just an opinion!) of crafting a story and taking the DMs hand and showing him how it has to be. It might work and it might not. And we might die. Very different than what I have seen a subset of newer players do. And we are very focused on the rules in combat..but the book as much as makes sense. The philosophy of a character arc is unknown to my group. We play it until we are bored with it or another campaign idea grabs us. That said, do we roleplay? Heck yeah. Sometimes funny accents and mannerisms along with behavior patterns in game. I think the idea of “my story” as primary is not a fit with what we do. We take it by force or the world dictates but we don’t tell the dm how the story will go. [/QUOTE]
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