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<blockquote data-quote="I'm A Banana" data-source="post: 7651657" data-attributes="member: 2067"><p>I think part of making the goals explicit, and tied to things like the quest-and-treasure cycle, is to make getting into the character's head a more natural part of playing the game. Yeah, not everyone likes to be totally in character, but they'll play a dwarven fighter or an elven mage and do all the in-character things that this entails (like attack monsters and cast spells).</p><p></p><p>Adding a goal is one way to make it very natural to do a thing. If your goal is Wealth, and you overhear a guy in a bar talking about a fabulous treasure guarded by nefarious traps, it should be pretty clear that Tab A goes in Slot B, even if you're not deeply in character. "Oh, hey, treasure? That's what my guy wants!" </p><p></p><p>It's not too tough to make this more mechanistic, tying XP and GP and special abilities and magic items to this, either, to even drive it further home. </p><p></p><p>I think my experience in playing with newbies who need a bit of prodding to do in-character stuff has helped shape my use of these rules. It's the stuff natural role-players kind of do anyway, but that people who've never played D&D before might not.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7651657, member: 2067"] I think part of making the goals explicit, and tied to things like the quest-and-treasure cycle, is to make getting into the character's head a more natural part of playing the game. Yeah, not everyone likes to be totally in character, but they'll play a dwarven fighter or an elven mage and do all the in-character things that this entails (like attack monsters and cast spells). Adding a goal is one way to make it very natural to do a thing. If your goal is Wealth, and you overhear a guy in a bar talking about a fabulous treasure guarded by nefarious traps, it should be pretty clear that Tab A goes in Slot B, even if you're not deeply in character. "Oh, hey, treasure? That's what my guy wants!" It's not too tough to make this more mechanistic, tying XP and GP and special abilities and magic items to this, either, to even drive it further home. I think my experience in playing with newbies who need a bit of prodding to do in-character stuff has helped shape my use of these rules. It's the stuff natural role-players kind of do anyway, but that people who've never played D&D before might not. [/QUOTE]
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