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General Tabletop Discussion
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When did Role become Roll?
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<blockquote data-quote="Nagol" data-source="post: 7316011" data-attributes="member: 23935"><p>Further, just because the game need not have adversarial action between the various players, doesn't mean it must not. One of my fondest memories of playing was a campaign where my character and another PC were bitter rivals. </p><p></p><p>While DMing, I cannot become an adversary for the players, but the NPCs certainly can. Players do not face the same constraint of unequal power as DM--player conflict and can engage more freely in conflict. Some games the PCs form a cohesive group; other games light rivalries develop and the occasional game has the PCs pitted at each others throats. [MENTION=29398]Lanefan[/MENTION] is another player who enjoys a wide range of potential PC--PC adversarial play. </p><p></p><p>The main trick is to make sure the adversarial behaviour stays between the PCs and doesn't develop into player rifts.</p><p></p><p>Its not that the game is so complex that requires many interpretations. The social dynamic in play at every table is different because personal attitudes and preferences differ. That dynamic dictates what "good play" means for that table.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7316011, member: 23935"] Further, just because the game need not have adversarial action between the various players, doesn't mean it must not. One of my fondest memories of playing was a campaign where my character and another PC were bitter rivals. While DMing, I cannot become an adversary for the players, but the NPCs certainly can. Players do not face the same constraint of unequal power as DM--player conflict and can engage more freely in conflict. Some games the PCs form a cohesive group; other games light rivalries develop and the occasional game has the PCs pitted at each others throats. [MENTION=29398]Lanefan[/MENTION] is another player who enjoys a wide range of potential PC--PC adversarial play. The main trick is to make sure the adversarial behaviour stays between the PCs and doesn't develop into player rifts. Its not that the game is so complex that requires many interpretations. The social dynamic in play at every table is different because personal attitudes and preferences differ. That dynamic dictates what "good play" means for that table. [/QUOTE]
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