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<blockquote data-quote="Walking Paradox" data-source="post: 5551819" data-attributes="member: 96011"><p>The proliferation of munchkincentric, rules-laden RPGs and the indie crowd's obsession with "rules, rules, systems, nothing but rules and systems" has distracted a lot of us from something obvious: We are supposed to be playing characters and our campaigns are supposed to have plots.*</p><p></p><p>What players and GMs both have in common is that, by and large, they all have their own styles of play which influences their characters' personalities and the kinds of games that they like to run. Here are just a few examples of the unique playing styles that I have encountered over the decades:</p><p></p><ul> <li data-xf-list-type="ul">"Drama Queens" who insist on being the center of attention in every scene and who take every situation as an opportunity to emote</li> <li data-xf-list-type="ul">"Sleuths" who assume that every scene has a hidden core clue and won't move on until it's been decoded; including many things that were never meant to be decoded at all.</li> <li data-xf-list-type="ul">"Breakers" who seek the easiest means to fracture a plot as quickly as possible</li> <li data-xf-list-type="ul">"Vegetables" who think that "roleplaying" means quoting numbers on their character sheets (e.g. "I say to the merchant 'I should be able to recover this, because I have extensive experience in Spot Hidden items and in Climbing").</li> <li data-xf-list-type="ul">"Comedians" whose characters utter one-liners, Monty Python quotes, <em>Star Wars</em> quotes, and various in-jokes at every opportunity.</li> </ul><p></p><p>What other common playing styles are there out there?</p><p></p><p></p><p><span style="font-size: 9px">*I know that many of people are offended by the "P word" because if a GM actually wants something to happen, wants to plan for an eventuality in his game, or wants to spend as much time and effort into creating a campaign as players do into their characters, they cry "railroading," protest that what the GM has planned is always bad, and bemoan the loss of creativity. Please, save it for someone who hasn't heard it all before, and who doesn't find it boring. <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=":)" /></span></p></blockquote><p></p>
[QUOTE="Walking Paradox, post: 5551819, member: 96011"] The proliferation of munchkincentric, rules-laden RPGs and the indie crowd's obsession with "rules, rules, systems, nothing but rules and systems" has distracted a lot of us from something obvious: We are supposed to be playing characters and our campaigns are supposed to have plots.* What players and GMs both have in common is that, by and large, they all have their own styles of play which influences their characters' personalities and the kinds of games that they like to run. Here are just a few examples of the unique playing styles that I have encountered over the decades: [LIST] [*]"Drama Queens" who insist on being the center of attention in every scene and who take every situation as an opportunity to emote [*]"Sleuths" who assume that every scene has a hidden core clue and won't move on until it's been decoded; including many things that were never meant to be decoded at all. [*]"Breakers" who seek the easiest means to fracture a plot as quickly as possible [*]"Vegetables" who think that "roleplaying" means quoting numbers on their character sheets (e.g. "I say to the merchant 'I should be able to recover this, because I have extensive experience in Spot Hidden items and in Climbing"). [*]"Comedians" whose characters utter one-liners, Monty Python quotes, [I]Star Wars[/I] quotes, and various in-jokes at every opportunity. [/LIST] What other common playing styles are there out there? [SIZE="1"]*I know that many of people are offended by the "P word" because if a GM actually wants something to happen, wants to plan for an eventuality in his game, or wants to spend as much time and effort into creating a campaign as players do into their characters, they cry "railroading," protest that what the GM has planned is always bad, and bemoan the loss of creativity. Please, save it for someone who hasn't heard it all before, and who doesn't find it boring. :)[/SIZE] [/QUOTE]
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