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General Tabletop Discussion
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Character play vs Player play
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<blockquote data-quote="Zak S" data-source="post: 6605127" data-attributes="member: 90370"><p>I think it all boils down to this:</p><p></p><p>"</p><p>The player in question likes to feel powerful. He plays the game because he likes the idea of being a super badass character who can kick everyone's butt and barely break a sweat. He doesn't like the idea that he might lose. He thinks that's unfair.</p><p>"</p><p></p><p>Either you want to play a game with this person (knowing he, perhaps unalterably, thinks this way) or you don't.</p><p></p><p>If you do, you need to run the game that keeps him interested (and all the other players at your table).</p><p></p><p>If you don't (and, note, if I had a player like this I'd try to convince them to not be like this SOLELY because it's not fun for me) then you don't.</p><p></p><p>I personally like to play a game that tests more than a player's ability to roll good stats (i.e. their luck), their ability to optimize, and their ability to make up stuff that would make a good story. I like to run a game that tests their ability to in-game in-world problem-solve. But that's just me, and what my players like. It isn't a rule about life.</p><p></p><p>The rules allow for this because a lot of people like it. HOWEVER, the rules also allow for the other thing (the "investigate" skill being an obvious example of designing a little in this direction) because some people like the other thing.</p><p></p><p>Your player sounds like they like the other thing. IF you do, too and your other players do--it's all good. If not: y'all should have a talk.</p></blockquote><p></p>
[QUOTE="Zak S, post: 6605127, member: 90370"] I think it all boils down to this: " The player in question likes to feel powerful. He plays the game because he likes the idea of being a super badass character who can kick everyone's butt and barely break a sweat. He doesn't like the idea that he might lose. He thinks that's unfair. " Either you want to play a game with this person (knowing he, perhaps unalterably, thinks this way) or you don't. If you do, you need to run the game that keeps him interested (and all the other players at your table). If you don't (and, note, if I had a player like this I'd try to convince them to not be like this SOLELY because it's not fun for me) then you don't. I personally like to play a game that tests more than a player's ability to roll good stats (i.e. their luck), their ability to optimize, and their ability to make up stuff that would make a good story. I like to run a game that tests their ability to in-game in-world problem-solve. But that's just me, and what my players like. It isn't a rule about life. The rules allow for this because a lot of people like it. HOWEVER, the rules also allow for the other thing (the "investigate" skill being an obvious example of designing a little in this direction) because some people like the other thing. Your player sounds like they like the other thing. IF you do, too and your other players do--it's all good. If not: y'all should have a talk. [/QUOTE]
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