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<blockquote data-quote="Quickleaf" data-source="post: 7651685" data-attributes="member: 20323"><p>There are two types of casual gamers where this whole concept breaks down. Don't get me wrong I like goals, it's very Shadows of Yesterday-esque. Just pointing out there are player dynamics situations it will not resolve.</p><p></p><p><strong>Reactive players</strong> are a subset of casual gamer who don't mind and perhaps prefer railroading, rarely have strong opinions about where the party should go next, and have character personalities as interesting as cardboard. They might pick an alignment/goal or what have you, but basically they're playing their character as an extension of themselves or whatever the spirit of the group dictates, and quickly forget about their alignment/goal choice (not to mention most plot details). Such things aren't important to them because D&D is a group game, and they're content to let other players steer the direction the game takes.</p><p></p><p><strong> Gold, Ale, and Wenches Players</strong> are a subset of casual gamer who basically have the same Conan-esque character type every time. Their goals are always the same and utterly boring, and no matter what alignment they pick they end up being played suspiciously close to neutral evil. They'll pick an alignment/goal, they may even pick a name besides "Biggus Dickus", but they really just are waiting to starting killing monsters, securing more than their fair share of treasure, and then act like jerk-offs to every NPC (especially quest givers). Story and character development mean nothing to them because D&D is about enacting their own power fantasy with gold, ale, and wenches.</p><p></p><p>Btw I'm not saying either of these is bad. Just that a DM shouldn't expect that introducing some system of goals is going to dramatically change how one of these casual gamers approaches D&D.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7651685, member: 20323"] There are two types of casual gamers where this whole concept breaks down. Don't get me wrong I like goals, it's very Shadows of Yesterday-esque. Just pointing out there are player dynamics situations it will not resolve. [b]Reactive players[/b] are a subset of casual gamer who don't mind and perhaps prefer railroading, rarely have strong opinions about where the party should go next, and have character personalities as interesting as cardboard. They might pick an alignment/goal or what have you, but basically they're playing their character as an extension of themselves or whatever the spirit of the group dictates, and quickly forget about their alignment/goal choice (not to mention most plot details). Such things aren't important to them because D&D is a group game, and they're content to let other players steer the direction the game takes. [b] Gold, Ale, and Wenches Players[/b] are a subset of casual gamer who basically have the same Conan-esque character type every time. Their goals are always the same and utterly boring, and no matter what alignment they pick they end up being played suspiciously close to neutral evil. They'll pick an alignment/goal, they may even pick a name besides "Biggus Dickus", but they really just are waiting to starting killing monsters, securing more than their fair share of treasure, and then act like jerk-offs to every NPC (especially quest givers). Story and character development mean nothing to them because D&D is about enacting their own power fantasy with gold, ale, and wenches. Btw I'm not saying either of these is bad. Just that a DM shouldn't expect that introducing some system of goals is going to dramatically change how one of these casual gamers approaches D&D. [/QUOTE]
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