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I'm sorry, your character idea is too awful.
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<blockquote data-quote="howandwhy99" data-source="post: 4537751" data-attributes="member: 3192"><p>IMHO, I think you may be making two mistakes. 1. That the game is yours and not the group's. And 2. that tone is something you control and not the group. </p><p></p><p>You can make the world, but you can't force players to behave certain ways within it. You can also design places and people full of mood, but you cannot force players to hold to that mood. You are not in control. The group of you are. </p><p></p><p>You can ask this player (and all the others) to accept the mood you would like to see held to. They don't have to accept. But to move forward the group will need some acceptance on what kind of play they jointly want in game. Especially one so tightly defined as I hear you expressing to me. Personally, I find games are better when they have no prior acceptance. It just gets in the way.</p><p></p><p>Also, "personality" may be a trait with rules in World of Darkness games, but that's a design error. There are no personality traits for PCs in role-playing games. What they are doing is adding acting rules and assuming players will allow themselves to be called out for not acting "correctly". These are two different things.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 4537751, member: 3192"] IMHO, I think you may be making two mistakes. 1. That the game is yours and not the group's. And 2. that tone is something you control and not the group. You can make the world, but you can't force players to behave certain ways within it. You can also design places and people full of mood, but you cannot force players to hold to that mood. You are not in control. The group of you are. You can ask this player (and all the others) to accept the mood you would like to see held to. They don't have to accept. But to move forward the group will need some acceptance on what kind of play they jointly want in game. Especially one so tightly defined as I hear you expressing to me. Personally, I find games are better when they have no prior acceptance. It just gets in the way. Also, "personality" may be a trait with rules in World of Darkness games, but that's a design error. There are no personality traits for PCs in role-playing games. What they are doing is adding acting rules and assuming players will allow themselves to be called out for not acting "correctly". These are two different things. [/QUOTE]
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I'm sorry, your character idea is too awful.
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