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Character play vs Player play
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6446467" data-attributes="member: 5143"><p>The problem is that "players" aren't one entity with one opinion. At any one table you're likely to have 4-6 players with 4-6 different likes and dislikes. There is literally NO way to make everyone completely happy. I believe that due to this fact, it is the responsibility of all players to be flexible. I enjoy acting my character and a bit of intrigue and social challenges, I enjoy killing things, I enjoy exploring dungeons, I enjoy puzzles. If any of these things come up in game, I'll just go with it.</p><p></p><p>To me, the idea that someone would show up at the table hating one of those things so much that if the game moved in that direction they'd be forced to leave is kind of wrong. Those people don't really like D&D. They only like a subset of D&D that caters to their particular needs/wants.</p><p></p><p>The point, in my case, is to make the game more interesting or at least go towards a more interesting conclusion. If infiltrating the guild in bearded disguise is going to create an hour long roleplaying session between one PC and a bunch of NPCs as he attempts to act his way into the guild and discover their plans while the other players sit around looking bored, then I'm going to say no or find some reason the infiltration fails.</p><p></p><p>If my plan is that the Guild's plot cannot be discovered because it would ruin the surprise ending to the game, I'll likely throw road blocks in their way if they attempt a plan that would discover the plot early. If it is as easy as saying "Yeah, he doesn't have a beard" then I will do that.</p><p></p><p>I often do not not have an "intended solution". Instead, I have a list of "solutions I WON'T allow" and allow everything else. Solutions I won't allow are pretty much anything that splits the party for an extended period of time, anything that feels like a "loophole" to get around a restriction, or anything that is anticlimactic. </p><p></p><p>The end goal being that players have more fun when playing through a more interesting story. Even if they complain about a particular plan not working or not being allowed their experience overall is improved whether they realize it or not.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6446467, member: 5143"] The problem is that "players" aren't one entity with one opinion. At any one table you're likely to have 4-6 players with 4-6 different likes and dislikes. There is literally NO way to make everyone completely happy. I believe that due to this fact, it is the responsibility of all players to be flexible. I enjoy acting my character and a bit of intrigue and social challenges, I enjoy killing things, I enjoy exploring dungeons, I enjoy puzzles. If any of these things come up in game, I'll just go with it. To me, the idea that someone would show up at the table hating one of those things so much that if the game moved in that direction they'd be forced to leave is kind of wrong. Those people don't really like D&D. They only like a subset of D&D that caters to their particular needs/wants. The point, in my case, is to make the game more interesting or at least go towards a more interesting conclusion. If infiltrating the guild in bearded disguise is going to create an hour long roleplaying session between one PC and a bunch of NPCs as he attempts to act his way into the guild and discover their plans while the other players sit around looking bored, then I'm going to say no or find some reason the infiltration fails. If my plan is that the Guild's plot cannot be discovered because it would ruin the surprise ending to the game, I'll likely throw road blocks in their way if they attempt a plan that would discover the plot early. If it is as easy as saying "Yeah, he doesn't have a beard" then I will do that. I often do not not have an "intended solution". Instead, I have a list of "solutions I WON'T allow" and allow everything else. Solutions I won't allow are pretty much anything that splits the party for an extended period of time, anything that feels like a "loophole" to get around a restriction, or anything that is anticlimactic. The end goal being that players have more fun when playing through a more interesting story. Even if they complain about a particular plan not working or not being allowed their experience overall is improved whether they realize it or not. [/QUOTE]
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