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<blockquote data-quote="Doug McCrae" data-source="post: 4864611" data-attributes="member: 21169"><p>Whether it's a happy but threatened mine or a monster-infested ex-mine, the PCs are going to have to fight deadly monsters to either preserve or improve it. Player characters always need a strong motivation to risk their lives. This is a significant problem with old school play. Why do they go down holes filled with deadly monsters if the monsters don't really need killing? If nothing really bad will happen if the monsters stay alive? It's a plausibility issue. Why do the PCs want gold and magic items and level-ups so badly?</p><p></p><p>The answer in old school play of course is that it's just a game. The PCs aren't real people. They go down dangerous holes because if they didn't the players would have a boring evening.</p><p></p><p>However I assume your games aren't like that. The PCs in your games seem to have more plausible motivations but the players chaff against them, which is a bit odd, considering the players created those motivations. If I create a character that really hates orcs, so he's 'forced' to go on orc killing adventures the GM presents then isn't it my fault for creating the character in the first place? Amn't I communicating to the GM that I *want* to kill orcs?</p><p></p><p>My mileage most definitely varies and so does that of most rpgers, imo.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 4864611, member: 21169"] Whether it's a happy but threatened mine or a monster-infested ex-mine, the PCs are going to have to fight deadly monsters to either preserve or improve it. Player characters always need a strong motivation to risk their lives. This is a significant problem with old school play. Why do they go down holes filled with deadly monsters if the monsters don't really need killing? If nothing really bad will happen if the monsters stay alive? It's a plausibility issue. Why do the PCs want gold and magic items and level-ups so badly? The answer in old school play of course is that it's just a game. The PCs aren't real people. They go down dangerous holes because if they didn't the players would have a boring evening. However I assume your games aren't like that. The PCs in your games seem to have more plausible motivations but the players chaff against them, which is a bit odd, considering the players created those motivations. If I create a character that really hates orcs, so he's 'forced' to go on orc killing adventures the GM presents then isn't it my fault for creating the character in the first place? Amn't I communicating to the GM that I *want* to kill orcs? My mileage most definitely varies and so does that of most rpgers, imo. [/QUOTE]
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