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DMing: How do I setup philosophical in-character discussions?
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<blockquote data-quote="Afrodyte" data-source="post: 3002025" data-attributes="member: 8713"><p>I will concur with those posters who say that giving players more complex issues to deal with would be a good idea. To elaborate, as a player, I prefer not to have a linear approach to problem-solving. Instead, I like to choose from a variety of options, each with their own consequences. This does two things for me. First, it helps me roleplay better since I'd be making choices that actually reflect my character instead of simply following the plot along. Second, it gives me and the other players more ownership over the outcome. In many linear plots, getting from point A to point B has less to do with what a player or PC chooses and more to do with how well the player negotiates the game system or how well that player rolled.</p><p></p><p>Something that I think would work for me is to have the PCs not be the major decision-makers in the campaign. Instead, the PCs could be working for the major decision-makers, but they would have more influence than simply being mercenaries or grunts sent on this or that mission. For instance, perhaps the PCs work for an established guild, and a branch from another guild moves very close to the established guild's turf. Through whatever means they decide to use, they can deal with problems before they start. They could destroy the outside branch, buy them off, or negotiate with them. For a very D&D-esque example, read Steve Brust's novels about Vlad Taltos.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 3002025, member: 8713"] I will concur with those posters who say that giving players more complex issues to deal with would be a good idea. To elaborate, as a player, I prefer not to have a linear approach to problem-solving. Instead, I like to choose from a variety of options, each with their own consequences. This does two things for me. First, it helps me roleplay better since I'd be making choices that actually reflect my character instead of simply following the plot along. Second, it gives me and the other players more ownership over the outcome. In many linear plots, getting from point A to point B has less to do with what a player or PC chooses and more to do with how well the player negotiates the game system or how well that player rolled. Something that I think would work for me is to have the PCs not be the major decision-makers in the campaign. Instead, the PCs could be working for the major decision-makers, but they would have more influence than simply being mercenaries or grunts sent on this or that mission. For instance, perhaps the PCs work for an established guild, and a branch from another guild moves very close to the established guild's turf. Through whatever means they decide to use, they can deal with problems before they start. They could destroy the outside branch, buy them off, or negotiate with them. For a very D&D-esque example, read Steve Brust's novels about Vlad Taltos. [/QUOTE]
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