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<blockquote data-quote="Musing Mage" data-source="post: 8528261" data-attributes="member: 7025552"><p>Personally, for my games I'm pretty hands-off when it comes to how players elect to play their characters. I adjudicate their actions within the game world but I don't dictate how they should play.</p><p></p><p>I love it when players are able to immerse in their characters and role-play to the hilt - conflict created in the game as a result IS part the game and story that emerges, not whatever scenario I've cooked up. The scenario is merely the framework.</p><p></p><p>As far I'm concerned, the real meat of an RPG comes from each player bringing their distinct point of view and characterization into the scenario. From their choices the story emerges in ways I can't predict, even in the railroadiest of railroads (another thing I try to avoid, but that's nother topic). The game then doesn't become about pushing the canned narrative forward and hitting proconceived beats, but the interaction between the living, breathing people.</p><p></p><p>Character conflict will happen, it's not to be avoided, it's to be embraced when it's organic from the situations. PvP isn't sought out specifically, but if a situation builds to it, then that's the situation... see it through and it becomes a part of the narrative. In order for it to work, however, players must be willing to let go of their desired outcomes, play the moment, and be ready with new characters in the extreme case.</p><p></p><p>We had a great scene a few months back where during an ogre attack on the group, the Dwarven assassin tried to sneak away with a treasure-laden mule while the others were occupied by the ogres. Two other PCs died during that assault, the the remainder caught up with the Dwarf who mumbled some excuse about protecting the treasure from the ogres just in case. A standoff ensued, as the Kensai had her sword out demanding that he disarm and allow himself to be bound... the Assassin weighed his odds of beating the Kensai in a straight fight (not good), but another PC, a thief was behind the Kensai and friendly to him... so he was giving her the signals and for a moment it looked like she was going to help, but ultimately shook her head that she wasn't going to do it. The assassin surrendered and maintained his story all the way back to town, even trying to convince his thief buddy to untie him so they could get away.</p><p></p><p>It was a good, memorable moment that had everyone laughing once that tension was cut.</p><p></p><p>Now, that said - I fully recognize that not every player can let go and run with such a scenario, especially if they are on the losing end of it. So, to echo points made above, it's largely dependent on the table agreement.</p></blockquote><p></p>
[QUOTE="Musing Mage, post: 8528261, member: 7025552"] Personally, for my games I'm pretty hands-off when it comes to how players elect to play their characters. I adjudicate their actions within the game world but I don't dictate how they should play. I love it when players are able to immerse in their characters and role-play to the hilt - conflict created in the game as a result IS part the game and story that emerges, not whatever scenario I've cooked up. The scenario is merely the framework. As far I'm concerned, the real meat of an RPG comes from each player bringing their distinct point of view and characterization into the scenario. From their choices the story emerges in ways I can't predict, even in the railroadiest of railroads (another thing I try to avoid, but that's nother topic). The game then doesn't become about pushing the canned narrative forward and hitting proconceived beats, but the interaction between the living, breathing people. Character conflict will happen, it's not to be avoided, it's to be embraced when it's organic from the situations. PvP isn't sought out specifically, but if a situation builds to it, then that's the situation... see it through and it becomes a part of the narrative. In order for it to work, however, players must be willing to let go of their desired outcomes, play the moment, and be ready with new characters in the extreme case. We had a great scene a few months back where during an ogre attack on the group, the Dwarven assassin tried to sneak away with a treasure-laden mule while the others were occupied by the ogres. Two other PCs died during that assault, the the remainder caught up with the Dwarf who mumbled some excuse about protecting the treasure from the ogres just in case. A standoff ensued, as the Kensai had her sword out demanding that he disarm and allow himself to be bound... the Assassin weighed his odds of beating the Kensai in a straight fight (not good), but another PC, a thief was behind the Kensai and friendly to him... so he was giving her the signals and for a moment it looked like she was going to help, but ultimately shook her head that she wasn't going to do it. The assassin surrendered and maintained his story all the way back to town, even trying to convince his thief buddy to untie him so they could get away. It was a good, memorable moment that had everyone laughing once that tension was cut. Now, that said - I fully recognize that not every player can let go and run with such a scenario, especially if they are on the losing end of it. So, to echo points made above, it's largely dependent on the table agreement. [/QUOTE]
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