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<blockquote data-quote="Crazy Jerome" data-source="post: 5615973" data-attributes="member: 54877"><p>I don't mind cliches, at least as long as they aren't used too often. The players in our longstanding group are less forgiving. The result is that when I use such a cliche, I'm conscious that is an invitation for them to laugh and poke me a bit (which I don't mind). You should see them when they catch an unconcious use. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /></p><p> </p><p>This does discourage me from using cliches for dramatic emphasis. If I want drama, I have to work harder for it. And it isn't as if the "social layer" with everyone being a smart alec happens very much, but it could break out unexpectedly at any time. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p> </p><p>But back to the original question, and probably not clear from what I typed before, my main way to handle any such issue is to atttempt to be clear about exactly what is happening. I do the same thing with railroads (though I also agree that the unsaveable NPC is not a railroad--it is color). I'm not opposed to a railroad. But when I use one, I tell the players explicitly--"I'm about to put you on rails right here." They are much happer switching into fun with characterization and limited choices from the usual wide open options, and back again, when the switch is clear.</p><p> </p><p>There is a sense in which "talking about it before hand" makes the dying NPC into a sign that the usual rules are suspended. The cliche rearing its head is a "cue" that you are switching modes. I just like my cues unambiguous, whatever it takes to get there. Once they become ingrained, they can be more subtle.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5615973, member: 54877"] I don't mind cliches, at least as long as they aren't used too often. The players in our longstanding group are less forgiving. The result is that when I use such a cliche, I'm conscious that is an invitation for them to laugh and poke me a bit (which I don't mind). You should see them when they catch an unconcious use. :eek: This does discourage me from using cliches for dramatic emphasis. If I want drama, I have to work harder for it. And it isn't as if the "social layer" with everyone being a smart alec happens very much, but it could break out unexpectedly at any time. :D But back to the original question, and probably not clear from what I typed before, my main way to handle any such issue is to atttempt to be clear about exactly what is happening. I do the same thing with railroads (though I also agree that the unsaveable NPC is not a railroad--it is color). I'm not opposed to a railroad. But when I use one, I tell the players explicitly--"I'm about to put you on rails right here." They are much happer switching into fun with characterization and limited choices from the usual wide open options, and back again, when the switch is clear. There is a sense in which "talking about it before hand" makes the dying NPC into a sign that the usual rules are suspended. The cliche rearing its head is a "cue" that you are switching modes. I just like my cues unambiguous, whatever it takes to get there. Once they become ingrained, they can be more subtle. [/QUOTE]
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