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A simple questions for Power Gamers, Optimizers, and Min-Maxers.
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<blockquote data-quote="Sunseeker" data-source="post: 6964637"><p>They wouldn't, but inspiration is a problem much like rewarding "good RP" as always been. I've played with noobs and professional actors. Guess which ones usually get the RP rewards? (it's not the noobs). Sure, you can add all sorts of subjective "rules" to it, "guidelines" on what constitutes good play, but it's still the DM deciding that one character action is "better RP" than another. Worse off, it's usually <em>not</em> used to reward good RP, it's used to reward table behaviour that the DM determines is beneficial to the sort of game he wants to run. Some players may make completely in-character decisions and get nothing for no reason other than their decisions aren't moving the game in the direction the DM wants to go.</p><p></p><p>Of course that's sort of the extreme of what's wrong with XP and why so many players are just combat junkies. Yeah, killing the Orc is fun, but it's also mathematically more efficient to kill orcs than it is to complete quests, negotiate peace treaties or seduce the queen. </p><p></p><p>Power gamers may not <em>care</em> that a DM doesn't give them inspiration because you're not "inspired" by their character, but they don't need your approval to begin with. Their zealous gaming of the rules means they know what they can or cannot do. But they're not morons, they'll get the picture that you're purposefully not rewarding them, but that's not going to push them in the direction you want, it's going to push them in the opposite direction. They'll fall back on what they know: the rules and they'll use that harder, faster and more aggressively to their advantage.</p><p></p><p>If you're going to award inspiration or "role play" XP, do it because you actually <em>like</em> what someone chose to do. Don't do it because you <em>don't</em> like the way someone plays. That sort of passive-aggressive behaviour benefits noone. If you don't like the way someone plays: stop playing with them.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6964637"] They wouldn't, but inspiration is a problem much like rewarding "good RP" as always been. I've played with noobs and professional actors. Guess which ones usually get the RP rewards? (it's not the noobs). Sure, you can add all sorts of subjective "rules" to it, "guidelines" on what constitutes good play, but it's still the DM deciding that one character action is "better RP" than another. Worse off, it's usually [I]not[/I] used to reward good RP, it's used to reward table behaviour that the DM determines is beneficial to the sort of game he wants to run. Some players may make completely in-character decisions and get nothing for no reason other than their decisions aren't moving the game in the direction the DM wants to go. Of course that's sort of the extreme of what's wrong with XP and why so many players are just combat junkies. Yeah, killing the Orc is fun, but it's also mathematically more efficient to kill orcs than it is to complete quests, negotiate peace treaties or seduce the queen. Power gamers may not [I]care[/I] that a DM doesn't give them inspiration because you're not "inspired" by their character, but they don't need your approval to begin with. Their zealous gaming of the rules means they know what they can or cannot do. But they're not morons, they'll get the picture that you're purposefully not rewarding them, but that's not going to push them in the direction you want, it's going to push them in the opposite direction. They'll fall back on what they know: the rules and they'll use that harder, faster and more aggressively to their advantage. If you're going to award inspiration or "role play" XP, do it because you actually [I]like[/I] what someone chose to do. Don't do it because you [I]don't[/I] like the way someone plays. That sort of passive-aggressive behaviour benefits noone. If you don't like the way someone plays: stop playing with them. [/QUOTE]
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