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General Tabletop Discussion
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How much is "play style" controlled by the GM vs. the Players themselves?
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<blockquote data-quote="innerdude" data-source="post: 5151165" data-attributes="member: 85870"><p>I've been reflecting recenctly on my history with RPGs, and I have come to the realization that regardless of my age, rule system, or group I have played with, I have noticed that I have a consistent pattern of how I like to play the game. I'm very heavy on the character-driven, story-type campaigns, where the characters make meaningful decisions that affect the broader "world." I'm also fairly combat-aversive, meaning that the most "fun" parts of the D&D/RPG experience to me are interacting with the world, the NPCs and the other PCs. I don't <em>mind</em> combat, per se, but given the choice, I'll take a fun, innovative, party-led plan that avoids combat entirely (and achieves the greater goal) over "hack 'n slash" every time. Regardless of rule systems, I generally find combat to be "filler" while I plan my next fun role-playing encounter with "that NPC over there." After about 3 rounds of combat I'm thinking, "Is this done yet? I want to go talk to <em>that </em>guy!" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Now, I only mention this because it brought up an intriguing question to me, which was: "Have I been having experiences that meet this expectation because the GM has prepped to have those types of experiences--or have I been having those experiences because in small, subtle ways I've sort of 'imposed' my playstyle on the group as we played?"</p><p></p><p>In other words, how much of what we "enjoy" from an RPG experience is what I bring to the table, and how much of it is external factors, like the personalities of the other players, the system, the GM, or the overall "vibe" of the group dynamic? </p><p></p><p>In other words--to what extent do our own desires for a specific "play experience" become self-fulfilling? And how? Obviously, if the GM "preps" for various play styles that's a big factor, but even if an encounter/campaign hasn't been totally "tailored" to our expectations, how does our desire to play a certain "style" manifest itself in our games?</p></blockquote><p></p>
[QUOTE="innerdude, post: 5151165, member: 85870"] I've been reflecting recenctly on my history with RPGs, and I have come to the realization that regardless of my age, rule system, or group I have played with, I have noticed that I have a consistent pattern of how I like to play the game. I'm very heavy on the character-driven, story-type campaigns, where the characters make meaningful decisions that affect the broader "world." I'm also fairly combat-aversive, meaning that the most "fun" parts of the D&D/RPG experience to me are interacting with the world, the NPCs and the other PCs. I don't [I]mind[/I] combat, per se, but given the choice, I'll take a fun, innovative, party-led plan that avoids combat entirely (and achieves the greater goal) over "hack 'n slash" every time. Regardless of rule systems, I generally find combat to be "filler" while I plan my next fun role-playing encounter with "that NPC over there." After about 3 rounds of combat I'm thinking, "Is this done yet? I want to go talk to [I]that [/I]guy!" :p Now, I only mention this because it brought up an intriguing question to me, which was: "Have I been having experiences that meet this expectation because the GM has prepped to have those types of experiences--or have I been having those experiences because in small, subtle ways I've sort of 'imposed' my playstyle on the group as we played?" In other words, how much of what we "enjoy" from an RPG experience is what I bring to the table, and how much of it is external factors, like the personalities of the other players, the system, the GM, or the overall "vibe" of the group dynamic? In other words--to what extent do our own desires for a specific "play experience" become self-fulfilling? And how? Obviously, if the GM "preps" for various play styles that's a big factor, but even if an encounter/campaign hasn't been totally "tailored" to our expectations, how does our desire to play a certain "style" manifest itself in our games? [/QUOTE]
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How much is "play style" controlled by the GM vs. the Players themselves?
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