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How do you remember to rp your character and not you?
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<blockquote data-quote="ExploderWizard" data-source="post: 5559572" data-attributes="member: 66434"><p>As others have said, if there is no in-game mechanical support for personality traits having an impact upon decision making then I would just let the player have complete control over how his/her character reacts to anything. Roleplaying in situations and reacting as a fictional character should be something fun that a player wants to do. </p><p> </p><p>One of the fundamental rules of rpgs (as far as I am concerned) is that the DM shalt not tell a player how his/her character reacts to anything unless a force that exists within the imagined gamespace makes it so (a PC is dominated through magic for example). </p><p> </p><p>In a system such as GURPS, where a player may receive bonus character points in exchange for physical, mental, and social drawbacks I expect those traits to be implemented during play. The fundamental rule still applies in this case but since the player is getting mechanical benefits from these decisions there will be consequences for failing to play the chosen traits. Fewer character points awarded for the session should be enough incentive to correct the situation. After all, the individual got points up front for agreeing to certain drawbacks. Negating those drawbacks during play isn't fair to those who actually play theirs.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5559572, member: 66434"] As others have said, if there is no in-game mechanical support for personality traits having an impact upon decision making then I would just let the player have complete control over how his/her character reacts to anything. Roleplaying in situations and reacting as a fictional character should be something fun that a player wants to do. One of the fundamental rules of rpgs (as far as I am concerned) is that the DM shalt not tell a player how his/her character reacts to anything unless a force that exists within the imagined gamespace makes it so (a PC is dominated through magic for example). In a system such as GURPS, where a player may receive bonus character points in exchange for physical, mental, and social drawbacks I expect those traits to be implemented during play. The fundamental rule still applies in this case but since the player is getting mechanical benefits from these decisions there will be consequences for failing to play the chosen traits. Fewer character points awarded for the session should be enough incentive to correct the situation. After all, the individual got points up front for agreeing to certain drawbacks. Negating those drawbacks during play isn't fair to those who actually play theirs. [/QUOTE]
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How do you remember to rp your character and not you?
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