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For the Record: Mearls on Warlords (ca. 2013)
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<blockquote data-quote="Guest 6801328" data-source="post: 6709655"><p>Snark as a rhetorical technique?</p><p></p><p></p><p></p><p>I think you're missing the point entirely, as evidenced by your choice of examples. I was trying to describe ways that characters typically relate to each other, socially and emotionally. Not how characters' emotional states are tied to their other actions. There is a difference. And the difference is especially important, vis a vis this discussion, when the characters are on the team, because in an RPG that means they're probably going to both be Player Characters.</p><p></p><p>I suspect I've already lost you, so I'll try this from a different angle:</p><p> - The trope of a hero channeling rage and turning it into might (Hercules, Conan, etc.) is an example of emotional state being directed into a non-social outcome. (Killing things, etc.)</p><p> - The trope of two heroes falling love is an example of emotional state affecting the social dynamic between those characters.</p><p></p><p>Did that make sense? Two different and, I think, fairly distinctive categories. (I'm sure gray areas could be found, but as the saying goes, 'the existence of twilight does not invalidate the difference between day and night')</p><p></p><p>In my opinion, examples of the second category, <em>especially if they happen between two player characters</em> should not be governed by rules and mechanics. Those interactions belong solely in the domain of roleplaying. </p><p></p><p>Again, it's my opinion. I'm not trying to prove that I'm right and you're wrong. I am only trying to explain (if you care) the philosophy underlying my opposition to "Yell at them until they heal". </p><p></p><p>As I said before, I'd be more amenable to such a mechanic if there were corollary mechanics/rules that measured the strength of the bond, and the healing mechanics depended on that bond to succeed.* I'd rather not go that direction with the particular game we're discussing, because I think it would start to turn it into a different game, but I offer that as an illustration of how I'm thinking about this puzzle.</p><p></p><p>In the meantime, I find rules that mechanize intra-party social dynamics to be encroaching on roleplaying turf. Which is exactly what language like "Your companions' awe for your natural leadership causes them to..." does.</p><p></p><p>Just in case you missed it the first few times....<em>in my opinion.</em></p><p></p><p>*To riff on that a little more: you would have an interest in building the bonds with other characters over time <em>so that</em> it's effective when they try to use that bond to heal you. I could dig that. In a different game.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 6709655"] Snark as a rhetorical technique? I think you're missing the point entirely, as evidenced by your choice of examples. I was trying to describe ways that characters typically relate to each other, socially and emotionally. Not how characters' emotional states are tied to their other actions. There is a difference. And the difference is especially important, vis a vis this discussion, when the characters are on the team, because in an RPG that means they're probably going to both be Player Characters. I suspect I've already lost you, so I'll try this from a different angle: - The trope of a hero channeling rage and turning it into might (Hercules, Conan, etc.) is an example of emotional state being directed into a non-social outcome. (Killing things, etc.) - The trope of two heroes falling love is an example of emotional state affecting the social dynamic between those characters. Did that make sense? Two different and, I think, fairly distinctive categories. (I'm sure gray areas could be found, but as the saying goes, 'the existence of twilight does not invalidate the difference between day and night') In my opinion, examples of the second category, [I]especially if they happen between two player characters[/I] should not be governed by rules and mechanics. Those interactions belong solely in the domain of roleplaying. Again, it's my opinion. I'm not trying to prove that I'm right and you're wrong. I am only trying to explain (if you care) the philosophy underlying my opposition to "Yell at them until they heal". As I said before, I'd be more amenable to such a mechanic if there were corollary mechanics/rules that measured the strength of the bond, and the healing mechanics depended on that bond to succeed.* I'd rather not go that direction with the particular game we're discussing, because I think it would start to turn it into a different game, but I offer that as an illustration of how I'm thinking about this puzzle. In the meantime, I find rules that mechanize intra-party social dynamics to be encroaching on roleplaying turf. Which is exactly what language like "Your companions' awe for your natural leadership causes them to..." does. Just in case you missed it the first few times....[I]in my opinion.[/I] *To riff on that a little more: you would have an interest in building the bonds with other characters over time [I]so that[/I] it's effective when they try to use that bond to heal you. I could dig that. In a different game. [/QUOTE]
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