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<blockquote data-quote="Lanefan" data-source="post: 7745023" data-attributes="member: 29398"><p>Not necessarily.</p><p></p><p>Sometimes both win, meaning the party splits with some doing one thing/going one way and some another.</p><p></p><p>Sometimes neither win, because a third and more interesting/palatable option arose due to either someone's arbitrary action or the run-of-play discussion.</p><p></p><p>I play with friends I know from outside the game, and we (usually) accept each other's sometimes-lack of social skills as a simple fact of life.</p><p></p><p>Really? What other possible reason for getting into a debate could there be?</p><p></p><p>As long as you and your players are cool with giving up that agency (and, of course, that your players realize what they're giving up) then no problem. <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>And otherwise you're needlessly splitting hairs here: if I'm playing a character who likes to think for itself (as opposed, say, to preferring to be told what to do; or being dull of mind and thus not up to much thinking) then I'm going to make sure it is played as thinking for itself.</p><p></p><p>And are those social interaction challenges roleplayed all the way through, or are they also mechanically cut short?</p><p></p><p>Forward progress in the game is a fine goal, but there's all of life in which to accomplish it - it doesn't have to all be done tonight. <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>No doubt this was in part due to those players' expressly giving up their agency to debate or argue against what someone else decided to do.</p><p></p><p>I'm not always much of a one for player rights or entitlement, but this is one agency you'd have to pry out of my cold dead hands.</p><p></p><p>Lan-"and sometimes more character development comes out of one successful argument where someone's mind is changed than from years of other play"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7745023, member: 29398"] Not necessarily. Sometimes both win, meaning the party splits with some doing one thing/going one way and some another. Sometimes neither win, because a third and more interesting/palatable option arose due to either someone's arbitrary action or the run-of-play discussion. I play with friends I know from outside the game, and we (usually) accept each other's sometimes-lack of social skills as a simple fact of life. Really? What other possible reason for getting into a debate could there be? As long as you and your players are cool with giving up that agency (and, of course, that your players realize what they're giving up) then no problem. :) And otherwise you're needlessly splitting hairs here: if I'm playing a character who likes to think for itself (as opposed, say, to preferring to be told what to do; or being dull of mind and thus not up to much thinking) then I'm going to make sure it is played as thinking for itself. And are those social interaction challenges roleplayed all the way through, or are they also mechanically cut short? Forward progress in the game is a fine goal, but there's all of life in which to accomplish it - it doesn't have to all be done tonight. :) No doubt this was in part due to those players' expressly giving up their agency to debate or argue against what someone else decided to do. I'm not always much of a one for player rights or entitlement, but this is one agency you'd have to pry out of my cold dead hands. Lan-"and sometimes more character development comes out of one successful argument where someone's mind is changed than from years of other play"-efan [/QUOTE]
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