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<blockquote data-quote="happyhermit" data-source="post: 8172403" data-attributes="member: 6834463"><p>Could be my fault, I am a bit triggered these days when someone else comes along saying something along the lines of; "If ttrpgs were designed and played the way I think is best they would be better." Especially when I have over the years seen so many people put down over the preferences in question despite them not actually causing any problems whatsoever for people who want to play differently. </p><p></p><p>To a lot of players that I have experience with, roleplaying a character in a world with as much verisimilitude as can be afforded is their main reason for playing ttrpgs, and particularly games with an approach along the lines of D&D. It makes sense because it's pretty much the only place one can get that experience, as opposed to collaborative story telling, tactical combat, improv, etc. where there are tons of ways to scratch that itch. </p><p></p><p>That experience (inhabiting that character in a world that they can imagine is "real") is often anathema to other "stances" or ways of playing/roleplaying. That doesn't make it wrong or bad, or the other ways of playing wrong or bad, it's just a different experience and preference.</p></blockquote><p></p>
[QUOTE="happyhermit, post: 8172403, member: 6834463"] Could be my fault, I am a bit triggered these days when someone else comes along saying something along the lines of; "If ttrpgs were designed and played the way I think is best they would be better." Especially when I have over the years seen so many people put down over the preferences in question despite them not actually causing any problems whatsoever for people who want to play differently. To a lot of players that I have experience with, roleplaying a character in a world with as much verisimilitude as can be afforded is their main reason for playing ttrpgs, and particularly games with an approach along the lines of D&D. It makes sense because it's pretty much the only place one can get that experience, as opposed to collaborative story telling, tactical combat, improv, etc. where there are tons of ways to scratch that itch. That experience (inhabiting that character in a world that they can imagine is "real") is often anathema to other "stances" or ways of playing/roleplaying. That doesn't make it wrong or bad, or the other ways of playing wrong or bad, it's just a different experience and preference. [/QUOTE]
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