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"I make a perception check."
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<blockquote data-quote="GMforPowergamers" data-source="post: 8724716" data-attributes="member: 67338"><p>what makes you think it is arbitrary... or inconsistent... its I match energy with players and only spot light things players put effeort into.</p><p></p><p>I will except that given the freedom to choose to role play or not you will choose not. </p><p></p><p>okay lets spell it out (again)</p><p></p><p>before we had some players making varied characters but several that always made the same... some feeling they could NOT play some classes, and others thinking they could not NOT play some classes... and the reason being 'hurting the team'</p><p></p><p>what we found was when we stopped penalizing things or incentivize things what we got was people feeling free to try new things, even things they were afraid they were not good at (or not HAVEING to do something you were good at). So we started getting more free form roleplaying.</p><p></p><p>as time went on the reward for good role playing was having fun at the table (now virtual) . Then we found that when we focused on the parts the players cared about and ignored the parts they didn't (like skipping a detailed search, or the details of what was said) to get to the parts the DID care about not only was the role playing more exciting but everyone was having more fun at the table.</p><p></p><p></p><p>so for example if I forced my players to describe what they say when they are not feeling it, or where or how they search when again they are not feeling it, that will throw off the whole fun light feeling of the session... and it will take time. OR we can gloss over it and get to what they do want to do and ARE going to roleplay and be more detailed with... BUT neither gets easier or harder for dice rolls just more fun at the table.</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 8724716, member: 67338"] what makes you think it is arbitrary... or inconsistent... its I match energy with players and only spot light things players put effeort into. I will except that given the freedom to choose to role play or not you will choose not. okay lets spell it out (again) before we had some players making varied characters but several that always made the same... some feeling they could NOT play some classes, and others thinking they could not NOT play some classes... and the reason being 'hurting the team' what we found was when we stopped penalizing things or incentivize things what we got was people feeling free to try new things, even things they were afraid they were not good at (or not HAVEING to do something you were good at). So we started getting more free form roleplaying. as time went on the reward for good role playing was having fun at the table (now virtual) . Then we found that when we focused on the parts the players cared about and ignored the parts they didn't (like skipping a detailed search, or the details of what was said) to get to the parts the DID care about not only was the role playing more exciting but everyone was having more fun at the table. so for example if I forced my players to describe what they say when they are not feeling it, or where or how they search when again they are not feeling it, that will throw off the whole fun light feeling of the session... and it will take time. OR we can gloss over it and get to what they do want to do and ARE going to roleplay and be more detailed with... BUT neither gets easier or harder for dice rolls just more fun at the table. [/QUOTE]
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