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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Lanefan" data-source="post: 7918162" data-attributes="member: 29398"><p>Here I think it's up to the player of the knight to, thinking as the knight would think, decide what to do; whether to value friendship above values, or values above friendship, or try to somehow balance both. The rest of the table, the GM, and the game system: none of these need be involved in resolving that decision - if in fact it's to be resolved right now; maybe the knight instead finds a way of (or an excuse for) punting the decision down the road a ways - it's all down to the knight's player.</p><p></p><p>Even more fun if this friend is in fact another PC. <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>Consequences are important, no doubt there. However the presence or absence of risk (and of all the possible consequences) might not be apparent until it's too late; and even then consequences can be malleable depending on the situation:</p><p></p><p>You try to persuade the Duke to give you his son's hand in marriage [<em>benefit: marry into nobility; risk: make an ass of yourself and get laughed out of court</em>] but you (for whatever reason) botch the roleplay so badly that the last thing you hear is "Off with her head!" from the Duke [<em>unforeseen consequence!</em>] as you're hauled off to the dungeon after having unforgivably insulted his forebears.</p><p></p><p>So now you're up against it. But maybe the Duke has a change of heart during the night and decides head-lopping is too harsh a punishment for merely talking like a drunken peasant, so he instead decides to make you what he sees you as - a peasant - and just strips you of all titles, status and land [<em>altered consequence</em>] and punts you out in the street. [<em>from here this story could go all over the place, entirely dependent on what you-as-player do next</em>]</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7918162, member: 29398"] Here I think it's up to the player of the knight to, thinking as the knight would think, decide what to do; whether to value friendship above values, or values above friendship, or try to somehow balance both. The rest of the table, the GM, and the game system: none of these need be involved in resolving that decision - if in fact it's to be resolved right now; maybe the knight instead finds a way of (or an excuse for) punting the decision down the road a ways - it's all down to the knight's player. Even more fun if this friend is in fact another PC. :) Consequences are important, no doubt there. However the presence or absence of risk (and of all the possible consequences) might not be apparent until it's too late; and even then consequences can be malleable depending on the situation: You try to persuade the Duke to give you his son's hand in marriage [[I]benefit: marry into nobility; risk: make an ass of yourself and get laughed out of court[/I]] but you (for whatever reason) botch the roleplay so badly that the last thing you hear is "Off with her head!" from the Duke [[I]unforeseen consequence![/I]] as you're hauled off to the dungeon after having unforgivably insulted his forebears. So now you're up against it. But maybe the Duke has a change of heart during the night and decides head-lopping is too harsh a punishment for merely talking like a drunken peasant, so he instead decides to make you what he sees you as - a peasant - and just strips you of all titles, status and land [[I]altered consequence[/I]] and punts you out in the street. [[I]from here this story could go all over the place, entirely dependent on what you-as-player do next[/I]] [/QUOTE]
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