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The logistics of the squire
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<blockquote data-quote="Garthanos" data-source="post: 7489844" data-attributes="member: 82504"><p>I see where the potentially came in... but no I do not think the thing being fantastical makes any difference. Just because a player is good at doing X including creating social networks and maintaining them does not mean their character will be? Do we not indeed gateway many normal things all the time so yes the character with a low charisma doesn't get an end run around to having useful social resources because his player is a clever charming talkative type even though the character isnt? </p><p></p><p> Perhaps yes that feat can represent offscreen story and time investment. As well as saying I want to see this come up in play.</p><p></p><p>Further this brings up for me even things like those Feats for learning a language while it always struck me as a bit weird in some ways it represents the character investing time off screen in an ongoing fashion (to keep the thing fresh and functional but if what you gain is just badoom you are done being a linguist should involve you continuing to learn new languages not just the badoom I know 3 effect) and yes the whole process is in a "not necessarily roleplayed out explicit" fashion having those languages be impactful in play is implied by the investment too.</p><p></p><p>So maybe it does actually assume you are not roleplaying out every moment of characters lives I think it is still saying those things are important even when you may only see hints of them in high intensity ones - so I am not thinking that is actually a problem.</p><p></p><p>That offscreen time maintaining social ties by stopping by to visit the baker and chat about his lovely daughter or investing in charities and tracking the tribulations of orphans like yourself and in general keeping an eye out for those in need which isn't done while he is fighting the Joker? gets expressed in Feats but which may indeed happen significantly more off screen than on screen as does pointedly time invested teaching the boy wonder and not in a lab developing a new bat toy if you will and both actually are NOT represented by a lot of frames in a comic or movie. </p><p></p><p>Ofcourse the game also does assume the types of conflict flavor as an expression of the genre D&D is unapologetically not much of a soap opera so that impacts those assumptions.</p><p></p><p>So yes games maybe the player is paying a coin of fate so that in spite of apparent huge amount of onscreen nastiness, X is more reliable than expected and will only be lost in temporary fashions in spite of it all but I would say there is indeed a the character paying for this with time and energy happening even if you do not see it directly in play ...ie you can still lose the items paid for or they can go through transitions based on story but they arent actually magically springing back. </p><p></p><p>GURPS always made these things explicitly about player communication to the DM saying this kind of relationship is important OR conversely maybe by not investing they are not. And by investing they do indeed represent things I want to see in the game EVEN the negative things for instance fear of Goblins means I want to see goblins. Or by explicitly defining an item as something loseable instead of an inherent ability you are communicating let's make that a form of conflict for the story. (I know I know looks at Paladins and the conflict not understanding that paradigm or the stories that inspired it causes)</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7489844, member: 82504"] I see where the potentially came in... but no I do not think the thing being fantastical makes any difference. Just because a player is good at doing X including creating social networks and maintaining them does not mean their character will be? Do we not indeed gateway many normal things all the time so yes the character with a low charisma doesn't get an end run around to having useful social resources because his player is a clever charming talkative type even though the character isnt? Perhaps yes that feat can represent offscreen story and time investment. As well as saying I want to see this come up in play. Further this brings up for me even things like those Feats for learning a language while it always struck me as a bit weird in some ways it represents the character investing time off screen in an ongoing fashion (to keep the thing fresh and functional but if what you gain is just badoom you are done being a linguist should involve you continuing to learn new languages not just the badoom I know 3 effect) and yes the whole process is in a "not necessarily roleplayed out explicit" fashion having those languages be impactful in play is implied by the investment too. So maybe it does actually assume you are not roleplaying out every moment of characters lives I think it is still saying those things are important even when you may only see hints of them in high intensity ones - so I am not thinking that is actually a problem. That offscreen time maintaining social ties by stopping by to visit the baker and chat about his lovely daughter or investing in charities and tracking the tribulations of orphans like yourself and in general keeping an eye out for those in need which isn't done while he is fighting the Joker? gets expressed in Feats but which may indeed happen significantly more off screen than on screen as does pointedly time invested teaching the boy wonder and not in a lab developing a new bat toy if you will and both actually are NOT represented by a lot of frames in a comic or movie. Ofcourse the game also does assume the types of conflict flavor as an expression of the genre D&D is unapologetically not much of a soap opera so that impacts those assumptions. So yes games maybe the player is paying a coin of fate so that in spite of apparent huge amount of onscreen nastiness, X is more reliable than expected and will only be lost in temporary fashions in spite of it all but I would say there is indeed a the character paying for this with time and energy happening even if you do not see it directly in play ...ie you can still lose the items paid for or they can go through transitions based on story but they arent actually magically springing back. GURPS always made these things explicitly about player communication to the DM saying this kind of relationship is important OR conversely maybe by not investing they are not. And by investing they do indeed represent things I want to see in the game EVEN the negative things for instance fear of Goblins means I want to see goblins. Or by explicitly defining an item as something loseable instead of an inherent ability you are communicating let's make that a form of conflict for the story. (I know I know looks at Paladins and the conflict not understanding that paradigm or the stories that inspired it causes) [/QUOTE]
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