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Experiencing the fiction in RPG play
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<blockquote data-quote="Lanefan" data-source="post: 7818813" data-attributes="member: 29398"><p>Yeah, that can happen. Comes under the heading of you're never gonna please all the people all the time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Far more common, I find, is that some element really catches the attention of one or two players while some other element really engages another one and the fourth can't decide. If I can I'll try to find a way to tie these elements together somehow, but it ain't always possible and sometimes they end up getting played out sequentially.</p><p></p><p>Can't speak to King as I've never read any of his works; but I guess I put more goodwill in the bank than you as I realize not everyone's perfect all the time. The flip side, though, is that things can always turn around if given time.</p><p></p><p>I'm a Canucks fan and have been since they started, so believe me: I know all about being let down by a sports team. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Not everything lives up to expectations - fact o' life - but just as often something exceeds expectations, and the two tend to cancel out in the long run.</p><p></p><p>Tangentially, this brings up another point around which we may be talking past each other a bit: there's a difference between catering things to the <em>players</em> at the table (e.g. running the type of adventures they seem to like) and catering to the individual <em>characters</em> in the fiction (e.g. finding ways for cutlass guy to have his cutlass be relevant). I'm cool with the first of these but not so much with the second; IMO the fiction and setting should be neutral such that - no matter what characters the players bring in - the same adventures, plot hooks, etc. can be prepped and (unless the players/PCs decide to do something else) run.</p><p></p><p>It's like one of those escape rooms, or True Dungeon: it's the same setup each time it's run, no matter whether it's you going through it, or me, or anyone else.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7818813, member: 29398"] Yeah, that can happen. Comes under the heading of you're never gonna please all the people all the time. :) Far more common, I find, is that some element really catches the attention of one or two players while some other element really engages another one and the fourth can't decide. If I can I'll try to find a way to tie these elements together somehow, but it ain't always possible and sometimes they end up getting played out sequentially. Can't speak to King as I've never read any of his works; but I guess I put more goodwill in the bank than you as I realize not everyone's perfect all the time. The flip side, though, is that things can always turn around if given time. I'm a Canucks fan and have been since they started, so believe me: I know all about being let down by a sports team. :) Not everything lives up to expectations - fact o' life - but just as often something exceeds expectations, and the two tend to cancel out in the long run. [I][/I]Tangentially, this brings up another point around which we may be talking past each other a bit: there's a difference between catering things to the [I]players[/I] at the table (e.g. running the type of adventures they seem to like) and catering to the individual [I]characters[/I] in the fiction (e.g. finding ways for cutlass guy to have his cutlass be relevant). I'm cool with the first of these but not so much with the second; IMO the fiction and setting should be neutral such that - no matter what characters the players bring in - the same adventures, plot hooks, etc. can be prepped and (unless the players/PCs decide to do something else) run. It's like one of those escape rooms, or True Dungeon: it's the same setup each time it's run, no matter whether it's you going through it, or me, or anyone else. [/QUOTE]
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