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General Tabletop Discussion
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As a Player, why do you play in games you haven't bought into?
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<blockquote data-quote="JiffyPopTart" data-source="post: 8122293" data-attributes="member: 4881"><p>By assigning my questions the attribute "goalposts" you are implying there is a way to score and a way to win in a discussion. I'm not trying to win....I'm trying to help one poster understand the viewpoint of another.</p><p></p><p>If the players at the table all collaborated to create interesting characters by choosing races classes, backgrounds , etc during a session 0 that is only part of creating a PARTY to begin session 1.</p><p></p><p>Creating your characters also would imply you establish some of their story for what happened to them up to the point the game begins. Unless you are going for the "everyone meets in a bar and takes a wuest from the mysterious stranger" tired trope, the characters should begin already having some sort of connection.</p><p></p><p>Similarly if the Game wanted them to have some ties to Saltmarsh, then it would follow that some of the townfolk would recognize them.</p><p></p><p>Saltmarsh isn't New York City. If the PCs have been in the town any length of time interacting with it then they would be recognized by some of the townfolk.</p><p></p><p>When, instead , the PCs show up at session 1 as 5 complete strangers to each other then the GM has to run several sessions cramming everyone into a party (which may not be the actual adventure) with the goofy "I have no idea who you are but I'm entrusting my welfare to you in battle" that strain narrative credibility.</p><p></p><p>If the GM let's the players pass through session 0 without the players having created the backstory and ties necessary to a good session 1 then that is on the GM for failing to communicate things clearly.</p><p></p><p>When session 1 commences and the players realize the GM is struggling to keep things on track then it's up to EVERYONE at the table to make the changes necessary to right the ship. The GM needs to be clear what they need and the players need to be flexible to accommodate what the GM is requesting.</p><p></p><p>I'm not saying anything that hadn't been said 40 times in this thread already. People just want to keep arguing and "win with goalposts that don't move" rather than hear and understand each other.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8122293, member: 4881"] By assigning my questions the attribute "goalposts" you are implying there is a way to score and a way to win in a discussion. I'm not trying to win....I'm trying to help one poster understand the viewpoint of another. If the players at the table all collaborated to create interesting characters by choosing races classes, backgrounds , etc during a session 0 that is only part of creating a PARTY to begin session 1. Creating your characters also would imply you establish some of their story for what happened to them up to the point the game begins. Unless you are going for the "everyone meets in a bar and takes a wuest from the mysterious stranger" tired trope, the characters should begin already having some sort of connection. Similarly if the Game wanted them to have some ties to Saltmarsh, then it would follow that some of the townfolk would recognize them. Saltmarsh isn't New York City. If the PCs have been in the town any length of time interacting with it then they would be recognized by some of the townfolk. When, instead , the PCs show up at session 1 as 5 complete strangers to each other then the GM has to run several sessions cramming everyone into a party (which may not be the actual adventure) with the goofy "I have no idea who you are but I'm entrusting my welfare to you in battle" that strain narrative credibility. If the GM let's the players pass through session 0 without the players having created the backstory and ties necessary to a good session 1 then that is on the GM for failing to communicate things clearly. When session 1 commences and the players realize the GM is struggling to keep things on track then it's up to EVERYONE at the table to make the changes necessary to right the ship. The GM needs to be clear what they need and the players need to be flexible to accommodate what the GM is requesting. I'm not saying anything that hadn't been said 40 times in this thread already. People just want to keep arguing and "win with goalposts that don't move" rather than hear and understand each other. [/QUOTE]
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As a Player, why do you play in games you haven't bought into?
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