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*TTRPGs General
Game Mecahnics Versus Role Playing Focus
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<blockquote data-quote="roguerouge" data-source="post: 4681001" data-attributes="member: 13855"><p>Because that's why they call it a campaign and not a one-shot? Even a single module takes several week night sessions. </p><p> </p><p> </p><p></p><p>I think that this is a false dichotomy. Clearly there's a middle ground between PCs can never die and Killer DM. </p><p></p><p>Moreover, you ignore my larger point. Character builds aren't just about maximization. Skills, martial ability, and spell casting are a proxy for your ability to accomplish various tasks in the world: rescue the princess, slay the dragon with a spell, or charm the court. If you don't pay attention to your build, you find yourself increasingly unable to accomplish role playing objectives the closer you find yourself to the narrative climax. There's nothing worse that being committed to a story yet be running a character who has 1 skill point/level, can't cast spells, and is a speed bump in combat. Achieving your narrative goals as a result of DM pity rather than your skills as a player is hardly satisfying. Attending to your build and pre-empting obvious problems that will inevitably crop up down the road is your responsibility as a player. </p><p></p><p>There's the additional factor that, as a team game, your other players depend on you to help them achieve their narrative goals. Trust me, it stinks to realize that your PC is dead weight. </p><p> </p><p></p><p></p><p>Yes, they do. And it's a bad player that doesn't do what he can to minimize the chances of those bad things killing his character and derailing the story. I agree that just because your PC died doesn't necessarily mean that it's your fault. But it certainly <em>could be</em> your fault. Ask any player who had his character do something after the DM said, "Are you sure you want to do that?" Or you could ask any player whose Fighter 3/Rogue 1/Cleric 1/Bard 1/Ranger 1 PC died in a published module. Those choices might be flavorful, but they also got the PC killed. </p><p> </p><p></p><p></p><p>Refusing to play because of these issues is clearly not the best solution to the problem. Clearly, the player should bring up his concerns to the DM. Which, in fact, he did. The player did exactly the right thing: express his wishes to the DM and abided by the ruling. The DM ruled against him, several times, indicating that there is a style mismatch between player and DM. This is hardly the end of the world or an enormously significant data point in game design. It happens literally all the time in all systems. I understand where the DM is coming from and I understand where the player's coming from.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 4681001, member: 13855"] Because that's why they call it a campaign and not a one-shot? Even a single module takes several week night sessions. I think that this is a false dichotomy. Clearly there's a middle ground between PCs can never die and Killer DM. Moreover, you ignore my larger point. Character builds aren't just about maximization. Skills, martial ability, and spell casting are a proxy for your ability to accomplish various tasks in the world: rescue the princess, slay the dragon with a spell, or charm the court. If you don't pay attention to your build, you find yourself increasingly unable to accomplish role playing objectives the closer you find yourself to the narrative climax. There's nothing worse that being committed to a story yet be running a character who has 1 skill point/level, can't cast spells, and is a speed bump in combat. Achieving your narrative goals as a result of DM pity rather than your skills as a player is hardly satisfying. Attending to your build and pre-empting obvious problems that will inevitably crop up down the road is your responsibility as a player. There's the additional factor that, as a team game, your other players depend on you to help them achieve their narrative goals. Trust me, it stinks to realize that your PC is dead weight. Yes, they do. And it's a bad player that doesn't do what he can to minimize the chances of those bad things killing his character and derailing the story. I agree that just because your PC died doesn't necessarily mean that it's your fault. But it certainly [I]could be[/I] your fault. Ask any player who had his character do something after the DM said, "Are you sure you want to do that?" Or you could ask any player whose Fighter 3/Rogue 1/Cleric 1/Bard 1/Ranger 1 PC died in a published module. Those choices might be flavorful, but they also got the PC killed. Refusing to play because of these issues is clearly not the best solution to the problem. Clearly, the player should bring up his concerns to the DM. Which, in fact, he did. The player did exactly the right thing: express his wishes to the DM and abided by the ruling. The DM ruled against him, several times, indicating that there is a style mismatch between player and DM. This is hardly the end of the world or an enormously significant data point in game design. It happens literally all the time in all systems. I understand where the DM is coming from and I understand where the player's coming from. [/QUOTE]
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