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General Tabletop Discussion
*TTRPGs General
How much should players be expected to actively contribute to the group's dynamics?
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<blockquote data-quote="Rel" data-source="post: 5452678" data-attributes="member: 99"><p>Not to proselytize too much about Savage Worlds, but one thing I like about that system is the way a lot of people use the Hindrance/Bennie system in it to encourage good roleplaying. It's not written in the rules but many GMs (myself included) hand out Bennies when people play into their Hindrances.</p><p></p><p>Just so the terminology is clear, Hindrances are basically flaws that are part of the character building system. And Bennies are sort of like Action Points.</p><p></p><p>Say a PC took the Curious Hindrance, which means that they tend to be unable to resist looking around that next corner. When those moments crop up in the game and the player knows that it's dangerous to check out what is down that corridor but they go ahead and do it anyway, I give them a Bennie. They'll probably end up spending it anyway dealing with whatever dangerous thing is down that tunnel!</p><p></p><p>This encourages them to look for opportunities to play up the parts of their character that don't always benefit them directly. It's obviously not necessary to have a mechanical underpinning for good roleplaying. I just think it helps people keep it in mind.</p></blockquote><p></p>
[QUOTE="Rel, post: 5452678, member: 99"] Not to proselytize too much about Savage Worlds, but one thing I like about that system is the way a lot of people use the Hindrance/Bennie system in it to encourage good roleplaying. It's not written in the rules but many GMs (myself included) hand out Bennies when people play into their Hindrances. Just so the terminology is clear, Hindrances are basically flaws that are part of the character building system. And Bennies are sort of like Action Points. Say a PC took the Curious Hindrance, which means that they tend to be unable to resist looking around that next corner. When those moments crop up in the game and the player knows that it's dangerous to check out what is down that corridor but they go ahead and do it anyway, I give them a Bennie. They'll probably end up spending it anyway dealing with whatever dangerous thing is down that tunnel! This encourages them to look for opportunities to play up the parts of their character that don't always benefit them directly. It's obviously not necessary to have a mechanical underpinning for good roleplaying. I just think it helps people keep it in mind. [/QUOTE]
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How much should players be expected to actively contribute to the group's dynamics?
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