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Finding your roleplaying style
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<blockquote data-quote="RedTonic" data-source="post: 5558607" data-attributes="member: 98994"><p>I like some no good very bad fun sometimes. There are periods when I'm in the mood to kick down the door, socialize with my friends, and spout off witty one liners. I see that it's not OP's gig, but that doesn't mean the style merits such acrid disparagement.</p><p></p><p>The important issue is what the explicit and implicit agreement of the gaming group is vis-a-vis what's being played. If someone wants to GM a serious campaign with full on roleplay, the players who attend better want some of that action. Disinterested folk need not apply. Likewise, if someone wants to GM a lighter game, or a game for optimizing and seeing how far you can go with the rules as written, the players who show up should know what they're in for--and if they don't like it, <em>they can do something else</em>. The game that's played is an agreement between the DM(s) and players. Nobody should "have" to do something they don't like. Likewise, they shouldn't play it if they know it's not their cup of tea (because of the game, the DM, or the other players).</p><p></p><p>I've been a disruptive player; I've been in a campaign with a disruptive player; I've run a campaign with a disruptive player. We've all been there. It's almost always the result of a mismatch of expectations and reality.</p></blockquote><p></p>
[QUOTE="RedTonic, post: 5558607, member: 98994"] I like some no good very bad fun sometimes. There are periods when I'm in the mood to kick down the door, socialize with my friends, and spout off witty one liners. I see that it's not OP's gig, but that doesn't mean the style merits such acrid disparagement. The important issue is what the explicit and implicit agreement of the gaming group is vis-a-vis what's being played. If someone wants to GM a serious campaign with full on roleplay, the players who attend better want some of that action. Disinterested folk need not apply. Likewise, if someone wants to GM a lighter game, or a game for optimizing and seeing how far you can go with the rules as written, the players who show up should know what they're in for--and if they don't like it, [i]they can do something else[/i]. The game that's played is an agreement between the DM(s) and players. Nobody should "have" to do something they don't like. Likewise, they shouldn't play it if they know it's not their cup of tea (because of the game, the DM, or the other players). I've been a disruptive player; I've been in a campaign with a disruptive player; I've run a campaign with a disruptive player. We've all been there. It's almost always the result of a mismatch of expectations and reality. [/QUOTE]
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