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*Dungeons & Dragons
Is Critical Role Scripted
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<blockquote data-quote="Meech17" data-source="post: 9412163" data-attributes="member: 7044459"><p>I think this is the big point that confuses people. Players in CR have slightly different motivations than players in casual home games. There's a very popular Magic: The Gathering Commander show called "Game Knights" that get's the same accusations, and they've talked about it in Q&A videos, and I think it comes down to the same thing.</p><p></p><p>You present a player with a choice. One option is the more rational one. It has a higher chance of success, a higher chance of the character achieving their goals. It's boring though. It's simple, straight-forward, and doesn't offer a lot of room for complications, which is probably what makes it the more rational choice.</p><p></p><p>Option two is the opposite. It's less likely to succeed, there's more room for conflict. On the flip side, if it does work it'll be way more dramatic and way cooler. Even if it doesn't work it will probably end up being interesting while it fails.</p><p></p><p>In a casual home game, the players are probably more likely to take option one with the higher chance of success. They don't want to fail.</p><p></p><p>When it comes to a produced show, the players are going to weigh these choices differently. Their primary goal isn't to win the game. It's to make compelling content. They're going to look at these options, and while option one might be the more rational choice.. If they think option two will lead to better content, and better moments they'll go that way.</p><p></p><p>They talked about this in Game Knights. They intentionally powered down their decks. They recognized that some of the most powerful cards that consistently help win the game, also lead to consistently predictable play patterns. So while these cards may further the game plan of winning.. They don't make for as interesting content, and making interesting content is more important than winning.</p><p></p><p>EDIT: I was trying to make the point not so much that content creators would be more likely to choose un-optimal options and that non-content creator players would be less likely to do so. </p><p></p><p>It was more the point that someone playing D&D for a recorded production would choose to err on the side of interesting, exciting, or dramatic as their main motivation, whereas someone playing the game under regular circumstances would probably have other priorities.</p></blockquote><p></p>
[QUOTE="Meech17, post: 9412163, member: 7044459"] I think this is the big point that confuses people. Players in CR have slightly different motivations than players in casual home games. There's a very popular Magic: The Gathering Commander show called "Game Knights" that get's the same accusations, and they've talked about it in Q&A videos, and I think it comes down to the same thing. You present a player with a choice. One option is the more rational one. It has a higher chance of success, a higher chance of the character achieving their goals. It's boring though. It's simple, straight-forward, and doesn't offer a lot of room for complications, which is probably what makes it the more rational choice. Option two is the opposite. It's less likely to succeed, there's more room for conflict. On the flip side, if it does work it'll be way more dramatic and way cooler. Even if it doesn't work it will probably end up being interesting while it fails. In a casual home game, the players are probably more likely to take option one with the higher chance of success. They don't want to fail. When it comes to a produced show, the players are going to weigh these choices differently. Their primary goal isn't to win the game. It's to make compelling content. They're going to look at these options, and while option one might be the more rational choice.. If they think option two will lead to better content, and better moments they'll go that way. They talked about this in Game Knights. They intentionally powered down their decks. They recognized that some of the most powerful cards that consistently help win the game, also lead to consistently predictable play patterns. So while these cards may further the game plan of winning.. They don't make for as interesting content, and making interesting content is more important than winning. EDIT: I was trying to make the point not so much that content creators would be more likely to choose un-optimal options and that non-content creator players would be less likely to do so. It was more the point that someone playing D&D for a recorded production would choose to err on the side of interesting, exciting, or dramatic as their main motivation, whereas someone playing the game under regular circumstances would probably have other priorities. [/QUOTE]
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