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<blockquote data-quote="Lanefan" data-source="post: 7744796" data-attributes="member: 29398"><p>Yes; and then I'm subjecting everyone else to my decisions, which is just as bad only in reverse.</p><p>That's a really big and rarely-true assumption there - particularly in our hobby where we tend to attract those of all different degrees of socialization and willingness to claim (hog) or share (shy) the spotlight.</p><p></p><p>Table mechanics is my own term for all the social-contract out-of-character how-to-play stuff that isn't covered by the actual game rules.</p><p>Perhaps - provided there's a chance of changing the original players/character's mind. Otherwise it's futile.</p><p></p><p>Unless I'm playing a meek submissive character who goes along with everything (an extremely rare occurrence), all I can say to that is not bloody likely. <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=":)" /></p><p></p><p>If I as a player don't have the agency to - barring the successful application of in-game magical compulsions - have my character think for itself and make its own decisions at all times, what's the point?</p><p></p><p>And if I can't stop or prevent someone from doing something stupid...or be prevented by others from doing so (frequently necessary!) then it'd be an overly-forgiving DM indeed who didn't kill us off on a regular basis. <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=":)" /></p><p></p><p>Torture is only for low-level types. After that it's easier just to kill 'em and use <em>Speak With Dead</em>. <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=":)" /></p><p></p><p>As for keeping agreements, my agreement is to play my character to whatever personality I've given it. Many of the characters I tend to play are either leader-types (e.g. noble knight or cleric, or military-trained legionnaire), wanna-be leader types who couldn't really lead if they tried (e.g. a Jack Sparrow knock-off, or (in 3e) a very low wisdom character with the Leadership feat), or free-thinkers to whom 'plan' is a four-letter word and the only counsel to which they will usually listen is their own.</p><p></p><p>I most certainly don't agree to agree with other people just because I have to. There's too much of that garbage in real life (thinking of corporate leaders and politicians who surround themselves with sycophantic 'yes-men' whose only function is to agree with everything) - I sure don't want it in the game, regardless of whether I'm the leader or the yes-man. </p><p></p><p>I'll agree to consider each situation on its own merits, as filtered through what my character would think/say/do, and in each case either agree, disagree, or not care and do something else entirely: the argument's whether to go left or right? I go back and look for another exit... <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=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7744796, member: 29398"] Yes; and then I'm subjecting everyone else to my decisions, which is just as bad only in reverse. That's a really big and rarely-true assumption there - particularly in our hobby where we tend to attract those of all different degrees of socialization and willingness to claim (hog) or share (shy) the spotlight. Table mechanics is my own term for all the social-contract out-of-character how-to-play stuff that isn't covered by the actual game rules. Perhaps - provided there's a chance of changing the original players/character's mind. Otherwise it's futile. Unless I'm playing a meek submissive character who goes along with everything (an extremely rare occurrence), all I can say to that is not bloody likely. :) If I as a player don't have the agency to - barring the successful application of in-game magical compulsions - have my character think for itself and make its own decisions at all times, what's the point? And if I can't stop or prevent someone from doing something stupid...or be prevented by others from doing so (frequently necessary!) then it'd be an overly-forgiving DM indeed who didn't kill us off on a regular basis. :) Torture is only for low-level types. After that it's easier just to kill 'em and use [I]Speak With Dead[/I]. :) As for keeping agreements, my agreement is to play my character to whatever personality I've given it. Many of the characters I tend to play are either leader-types (e.g. noble knight or cleric, or military-trained legionnaire), wanna-be leader types who couldn't really lead if they tried (e.g. a Jack Sparrow knock-off, or (in 3e) a very low wisdom character with the Leadership feat), or free-thinkers to whom 'plan' is a four-letter word and the only counsel to which they will usually listen is their own. I most certainly don't agree to agree with other people just because I have to. There's too much of that garbage in real life (thinking of corporate leaders and politicians who surround themselves with sycophantic 'yes-men' whose only function is to agree with everything) - I sure don't want it in the game, regardless of whether I'm the leader or the yes-man. I'll agree to consider each situation on its own merits, as filtered through what my character would think/say/do, and in each case either agree, disagree, or not care and do something else entirely: the argument's whether to go left or right? I go back and look for another exit... :) Lanefan [/QUOTE]
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