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<blockquote data-quote="5ekyu" data-source="post: 7296507" data-attributes="member: 6919838"><p>hopefully, whatever system is being used, it will be used equally for good results and ill results. Hopefully, it will be judged fairly by the GM. Neither of those issues applies to one thing or another. </p><p></p><p>neither of those change the perspective for me, as far as adjudications. </p><p></p><p></p><p></p><p>Hang on... now let me ask have you been one of those on this thread who posted (maybe more than once) about how letting players "call for checks" has "correlation" with various other bad results like say interrupting or not describing? I think it was a "not saying causation but correlation" and now its a <strong>leap to say</strong> that focusing key pitfalls like those that have been described in this thread (even in recent posts) on the PLAYER STATEMENTS can lead to players getting pushed into using defensive wording when they describe their actions? </p><p></p><p>In my experience, in RPGs and everywhere else in life, the tendency is that the more one thinks any particular word or turn of phrase can have critical impact (including negative results) the more those involve tend to use very carefully crafted and defensive language instead of more common normal narrative or conversational tones.</p><p></p><p>I know if my PLAYERS thought whether or not their character set off a trap (i go into the room) or revealed their position (i check the lock) or released some magical effect (i touch the alter with my hand. is it cold?) etc etc etc than it relied on their character's making or failing their skills, the more my players would (and IMO rightfully so) start extremely carefully considering their statements. </p><p></p><p>if you think thats some grand leap to assume it would apply outside of my group, then hey, thats fine. We will just have to disagree on that.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7296507, member: 6919838"] hopefully, whatever system is being used, it will be used equally for good results and ill results. Hopefully, it will be judged fairly by the GM. Neither of those issues applies to one thing or another. neither of those change the perspective for me, as far as adjudications. Hang on... now let me ask have you been one of those on this thread who posted (maybe more than once) about how letting players "call for checks" has "correlation" with various other bad results like say interrupting or not describing? I think it was a "not saying causation but correlation" and now its a [B]leap to say[/B] that focusing key pitfalls like those that have been described in this thread (even in recent posts) on the PLAYER STATEMENTS can lead to players getting pushed into using defensive wording when they describe their actions? In my experience, in RPGs and everywhere else in life, the tendency is that the more one thinks any particular word or turn of phrase can have critical impact (including negative results) the more those involve tend to use very carefully crafted and defensive language instead of more common normal narrative or conversational tones. I know if my PLAYERS thought whether or not their character set off a trap (i go into the room) or revealed their position (i check the lock) or released some magical effect (i touch the alter with my hand. is it cold?) etc etc etc than it relied on their character's making or failing their skills, the more my players would (and IMO rightfully so) start extremely carefully considering their statements. if you think thats some grand leap to assume it would apply outside of my group, then hey, thats fine. We will just have to disagree on that. [/QUOTE]
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