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<blockquote data-quote="sheadunne" data-source="post: 6814955" data-attributes="member: 27570"><p>None of that means anything to me, even if it did, it wouldn't add anything to my investment in the game. For me it's mere color, no depth. </p><p></p><p>Now if I decided as a player that my character will tap into his concept that he's out for revenge (for what I still haven't decided) and I decide that this might be a good opportunity to connect my revenge motif to the body on the floor, now we're getting somewhere. Maybe as a result of a successful knowledge check I decide to announce that I recognize the symbol on the breast plate as a something my character saw as a child when his sister was killed (now I've developed what I want revenge for). All of this being created in the moment during the scene. As we continue through play, it might come to pass, through action declaration, that it wasn't that order that killed my sister, but rather they were there trying to defend her. All good stuff that shouldn't be decided until the moment it is necessary to decide, usually the result of an action. Depth is created when there's a connection between the scene and the character. That connection can only be made via the player and not the GM. If the GM told me that the symbol was the same as I saw when my character was a child, I'd probably tell him no thanks because I'm not interested in being forced to connect to pre-authored materials. It's just not that interesting to me. I'd rather nothing than that sort of thing. And as I've mentioned before, I'm perfectly fine playing in a game where that connection isn't there, but there's nothing worse than trying to force it into the game. Not my cup of tea.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6814955, member: 27570"] None of that means anything to me, even if it did, it wouldn't add anything to my investment in the game. For me it's mere color, no depth. Now if I decided as a player that my character will tap into his concept that he's out for revenge (for what I still haven't decided) and I decide that this might be a good opportunity to connect my revenge motif to the body on the floor, now we're getting somewhere. Maybe as a result of a successful knowledge check I decide to announce that I recognize the symbol on the breast plate as a something my character saw as a child when his sister was killed (now I've developed what I want revenge for). All of this being created in the moment during the scene. As we continue through play, it might come to pass, through action declaration, that it wasn't that order that killed my sister, but rather they were there trying to defend her. All good stuff that shouldn't be decided until the moment it is necessary to decide, usually the result of an action. Depth is created when there's a connection between the scene and the character. That connection can only be made via the player and not the GM. If the GM told me that the symbol was the same as I saw when my character was a child, I'd probably tell him no thanks because I'm not interested in being forced to connect to pre-authored materials. It's just not that interesting to me. I'd rather nothing than that sort of thing. And as I've mentioned before, I'm perfectly fine playing in a game where that connection isn't there, but there's nothing worse than trying to force it into the game. Not my cup of tea. [/QUOTE]
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