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Falling out of love with your game
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<blockquote data-quote="Barastrondo" data-source="post: 5014808" data-attributes="member: 3820"><p>I don't think that's an entirely fair assumption. Ever known someone who has a strong feel for a character's personality, then is disappointed to discover that the thing the character would be most likely to do in a particular situation is discouraged by the rule system? I have. And sometimes extended play within a system makes these situations pile up. Gradually the clashes between the character's life and the system's rule foibles pile up until the player no longer likes what how the system represents the character. The system knocks the player out of immersion (a common criticism of many powers in 4e). </p><p></p><p>Now, yes, obviously you can avoid some of this by designing characters that are meant to fit into the system's foibles in the first place. But it takes a little extra focus on the rules to make that work, and willingness to compromise the image in your head with what will work within the ruleset. </p><p></p><p>In order to hit the sweet spot you describe, I think you have to have a certain predisposition for the style of play a given game provides. Without that predisposition, willingness to lose yourself in your character can contribute to dissatisfaction with a game system as easily as it can lead to satisfaction. It just depends on what you're trying to do.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5014808, member: 3820"] I don't think that's an entirely fair assumption. Ever known someone who has a strong feel for a character's personality, then is disappointed to discover that the thing the character would be most likely to do in a particular situation is discouraged by the rule system? I have. And sometimes extended play within a system makes these situations pile up. Gradually the clashes between the character's life and the system's rule foibles pile up until the player no longer likes what how the system represents the character. The system knocks the player out of immersion (a common criticism of many powers in 4e). Now, yes, obviously you can avoid some of this by designing characters that are meant to fit into the system's foibles in the first place. But it takes a little extra focus on the rules to make that work, and willingness to compromise the image in your head with what will work within the ruleset. In order to hit the sweet spot you describe, I think you have to have a certain predisposition for the style of play a given game provides. Without that predisposition, willingness to lose yourself in your character can contribute to dissatisfaction with a game system as easily as it can lead to satisfaction. It just depends on what you're trying to do. [/QUOTE]
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