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<blockquote data-quote="iserith" data-source="post: 7744829" data-attributes="member: 97077"><p>If you really think about it, in any other approach someone's idea is always going to win out. It's just how long it takes to get to implementation. Sometimes you win the debate. Sometimes the guy or gal next to you does. The same outcome occurs here but without the debate which means you move forward faster.</p><p></p><p></p><p></p><p>I would say game with the people who are socialized according to one's tastes. I don't game with people who hog the spotlight or who are too shy to step up. We send those people to your game. <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></p><p></p><p>It's futile if changing minds is your goal. As I said, there would be some other goal in play there - establishing color, perhaps.</p><p></p><p></p><p></p><p>Your character <em>can't </em>think for itself. Or make any decisions. You do that for it. Whatever you say it does is what it does. Your concern would necessarily have to be that you don't like the constraint placed on YOU, not your character. And that's fair enough. For us, the benefits far outweigh the constraint placed on the players.</p><p></p><p></p><p></p><p>Sure, some folks live for that debate at the table. We don't. If we're going to get into an argument, it's going to be with an NPC or monster as part of a social interaction challenge. All a debate at the table between players does is stop forward progress in the game. </p><p></p><p>A couple years ago, I invited some WotC forum folks to play in a text-based game with this approach and I shared the transcripts. The idea was to create examples of play. We would have 2-hour sessions every week on Roll20. A frequent comment from readers was that we got more done in those two hours than they got done in their 4 to 6 hours in-person games. And that was largely because the party was always moving in the same direction, getting to decisions faster, and working as a team. There were no arguments or debates to slow them down. We got a pretty big module done in 40 hours of play while typing instead of talking which is obviously inherently slower thanks, in part, to the approach I've described.</p></blockquote><p></p>
[QUOTE="iserith, post: 7744829, member: 97077"] If you really think about it, in any other approach someone's idea is always going to win out. It's just how long it takes to get to implementation. Sometimes you win the debate. Sometimes the guy or gal next to you does. The same outcome occurs here but without the debate which means you move forward faster. I would say game with the people who are socialized according to one's tastes. I don't game with people who hog the spotlight or who are too shy to step up. We send those people to your game. :) It's futile if changing minds is your goal. As I said, there would be some other goal in play there - establishing color, perhaps. Your character [I]can't [/I]think for itself. Or make any decisions. You do that for it. Whatever you say it does is what it does. Your concern would necessarily have to be that you don't like the constraint placed on YOU, not your character. And that's fair enough. For us, the benefits far outweigh the constraint placed on the players. Sure, some folks live for that debate at the table. We don't. If we're going to get into an argument, it's going to be with an NPC or monster as part of a social interaction challenge. All a debate at the table between players does is stop forward progress in the game. A couple years ago, I invited some WotC forum folks to play in a text-based game with this approach and I shared the transcripts. The idea was to create examples of play. We would have 2-hour sessions every week on Roll20. A frequent comment from readers was that we got more done in those two hours than they got done in their 4 to 6 hours in-person games. And that was largely because the party was always moving in the same direction, getting to decisions faster, and working as a team. There were no arguments or debates to slow them down. We got a pretty big module done in 40 hours of play while typing instead of talking which is obviously inherently slower thanks, in part, to the approach I've described. [/QUOTE]
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