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General Tabletop Discussion
*TTRPGs General
Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Lanefan" data-source="post: 7916428" data-attributes="member: 29398"><p>It's rare, however, that a social interaction is going to have as direct and immediate influence on the health and-or functionality of your character as is combat.</p><p></p><p>Exactly. Stop here and we're all good. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And for the first two, it's very possible to put ourselves in such frames of mind while in character. The character is overcome by desire, and his rationality goes out the window. The character is provoked to anger and so she says things she shouldn't, and is likely to regret (or be made to regret) later.</p><p></p><p>For the third, 'fear' is in many systems a mechanical condition externally imposed by any number of possible sources.</p><p></p><p>There's already loads of mechanics that potentially take away control. Fear is one. Charm and all its associated offspring are others. Emotion-affecting spells and magic are yet others. Possession is another, and-or curse.</p><p></p><p>A game mechanic that allows Joe's character Halfdan to provoke my character to anger (or some other strong emotion), overriding any other in-character response I might have had to whatever Halfdan is doing or saying, is for many reasons probably a bad idea particularly for those who don't like PvP in their games. (hell, PCs charming other PCs is already bad enough!) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But here's the rub: if PC-PC relations are determined by their players then in the interest of consistency PC-NPC relations must as far as possible also work this way, and RAW be damned.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7916428, member: 29398"] It's rare, however, that a social interaction is going to have as direct and immediate influence on the health and-or functionality of your character as is combat. Exactly. Stop here and we're all good. :) And for the first two, it's very possible to put ourselves in such frames of mind while in character. The character is overcome by desire, and his rationality goes out the window. The character is provoked to anger and so she says things she shouldn't, and is likely to regret (or be made to regret) later. For the third, 'fear' is in many systems a mechanical condition externally imposed by any number of possible sources. There's already loads of mechanics that potentially take away control. Fear is one. Charm and all its associated offspring are others. Emotion-affecting spells and magic are yet others. Possession is another, and-or curse. A game mechanic that allows Joe's character Halfdan to provoke my character to anger (or some other strong emotion), overriding any other in-character response I might have had to whatever Halfdan is doing or saying, is for many reasons probably a bad idea particularly for those who don't like PvP in their games. (hell, PCs charming other PCs is already bad enough!) :) But here's the rub: if PC-PC relations are determined by their players then in the interest of consistency PC-NPC relations must as far as possible also work this way, and RAW be damned. [/QUOTE]
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