Speaks With Stone
First Post
Pawsplay
I think we are coming from 2 very different starting points, which is fine.
I'm not suggesting that players should be wafted about by the whims of anyone with charisma.
I'm not suggesting that a player can't have his character do what he likes.
What I am suggesting is that if a player has his character act in ways that are not consistent with the character, which was designed by the player in the first place, then that is poor role playing.
If I roleplay Captain Ahab and one day wake up and decide I'm not going to chase that whale any more because I'd much rather take up sheep herding, then that is out of character and poor roleplaying. Just because I as the player (or pupeteer) can see that nothing good is going to come of chasing the whale, and while I as the player can choose to have Ahab do whatever I like, it still is poor roleplaying. Why? Because it is not internally consistent or well developed in the characters experience and view point.
I'm not saying you can't do it. Just saying that it's not good roleplaying. In the same vane, but to less severity, I'm saying that if your character doesn't have stats or skills for countering influence, then you should be influenced when an influential person tries to convince you of something. I see that as part of the world's consistency. I as the player will always see things differently, but I'm supposed to act like the character would. And while sometimes in real life you can choose to be stubborn. Sometimes you are convinced to buy things you really don't need or want and don't realize it until later.
Perhaps the way we account experience accounts for some of the different views we have on the roleplaying aspect as we award experience for acting in character which we have found encourages us to strive for more consistency.
I think we are coming from 2 very different starting points, which is fine.
I'm not suggesting that players should be wafted about by the whims of anyone with charisma.
I'm not suggesting that a player can't have his character do what he likes.
What I am suggesting is that if a player has his character act in ways that are not consistent with the character, which was designed by the player in the first place, then that is poor role playing.
If I roleplay Captain Ahab and one day wake up and decide I'm not going to chase that whale any more because I'd much rather take up sheep herding, then that is out of character and poor roleplaying. Just because I as the player (or pupeteer) can see that nothing good is going to come of chasing the whale, and while I as the player can choose to have Ahab do whatever I like, it still is poor roleplaying. Why? Because it is not internally consistent or well developed in the characters experience and view point.
I'm not saying you can't do it. Just saying that it's not good roleplaying. In the same vane, but to less severity, I'm saying that if your character doesn't have stats or skills for countering influence, then you should be influenced when an influential person tries to convince you of something. I see that as part of the world's consistency. I as the player will always see things differently, but I'm supposed to act like the character would. And while sometimes in real life you can choose to be stubborn. Sometimes you are convinced to buy things you really don't need or want and don't realize it until later.
Perhaps the way we account experience accounts for some of the different views we have on the roleplaying aspect as we award experience for acting in character which we have found encourages us to strive for more consistency.