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<blockquote data-quote="Poltergeist" data-source="post: 309753" data-attributes="member: 2903"><p><strong>Generosity</strong></p><p></p><p>A very well thought out and articulate post so I just had to respond.</p><p></p><p>I feel it is *important* to keep in mind that we are playing a game when we role play. I don't feel that recognizing it as a game necessarily minimizes or ruins it. In fact, the realization that it is a game can be very freeing and let people take role playing risks that they might not otherwise take.</p><p></p><p>I think it is also important to keep in mind that like with any game, there are a variety of play styles. Different styles appeal to different people (and different styles may well appeal to the same person to varying degrees) but that is not to say that one style is inherently better or worse than another.</p><p></p><p>To some people, these games are their fantasy novels and their movies. These are the people who work much in the way you describe. People who feel that the game should be about the game, in a very serious and artistic way. This style has its own pitfalls and rewards: While in a way you can participate in the creation of a grand and epic fantasy, it can be difficult for each individual to see eye to eye on what this means. Additionally, a very strong and intense focus on role playing can become very emotionally demanding and intimidating to players, especially if they are shy, not terribly talented actors, or people who do not think quickly on their feet. Remember, when you play this style you are asking your players generally to be actor-writer-psychologists who design a character personality and backstory and then <em>improvise every scene for the rest of the character's life. </em> I used to be an actor and I can say honestly that even some of the best actors I ever worked with would be incapable of this task. </p><p></p><p>To some people, playing this game is like poker night. They get together with friends, have a good time, and enjoy each other's company. Some people might role play more intensely than others but overall the group goal is to have a fun evening rather than create a fantasy epic. This sort of game has its own advantages and pitfalls, as well. The sense of wonder that can accompany the game can be lost in the chatter or digressions, but on the flip side, people may feel more relaxed and able to have fun.</p><p></p><p>To some people, this game is a problem solving game. The goal is to outwit the enemy, even when you have a 7 intelligence. They find fun in planning, coordinating activities, and finding clever ways to overcome obstacles. On the down side, the amazing problem solving ability of your 7 intelligence half orc barbarian friend may sorely test verisimilitude. On the plus side, this guy can come up with a tactical solution that allows a dramatic and thunderous victory which makes the game more enjoyable. </p><p></p><p>As a side note, I remember in my gaming group when a discussion came up about "digressions" and "out of character statements at the table." The most interesting thing I discovered during this whole conversation is essentially that people considered only the behavior of <strong>others</strong> to be a bother, while they did not perceive that they themselves were making as many out of character and digressive comments (including the DM, who was one of the proponents of the "you will get penalized experience if you do anything out of character" stance). I remember coming in the next week, not making a single statement out of character or a single joke and becoming <strong>livid</strong> as the night went on and I realized that the very people proposing this rule were the most disruptive people at the table <em>but never noticed because they perceived only the behavior of others as disruptive.</em> </p><p></p><p>But focusing back on your post, I think the idea of generosity is an interesting one and inherently the answer to your question. The way to make the game the most enjoyable for everyone is for everyone to be generous. If Bill has the most fun by making witty comments and bringing out the perfect, if most anachronistic, quote, then be generous and let Bill do so. If Mary is filled with joy when her character outwits the enemy, let her play tactician even if it doesn't fit the character very well. And if you have the most fun role playing intense scenes, when those intense scenes come up, everyone should role play right along with you and help you create the sense of dramatic impact. To a small degree, I think most people have a relative amount of fun in each of these situations. If Bill is funny, everyone laughs. If Mary outwits the mastermind, everyone feels great when victory is snatched from the jaws of defeat. And if everyone participates in an incredible role playing scene, everyone feels like they just filmed a scene in the Lord of the Rings in one take. </p><p></p><p>The only other option is to find people who share your outlook and taste in how the game should be run. However, judging by the divorce rate it is difficult to find a single person with whom we can see totally eye to eye let alone an entire group.</p></blockquote><p></p>
[QUOTE="Poltergeist, post: 309753, member: 2903"] [b]Generosity[/b] A very well thought out and articulate post so I just had to respond. I feel it is *important* to keep in mind that we are playing a game when we role play. I don't feel that recognizing it as a game necessarily minimizes or ruins it. In fact, the realization that it is a game can be very freeing and let people take role playing risks that they might not otherwise take. I think it is also important to keep in mind that like with any game, there are a variety of play styles. Different styles appeal to different people (and different styles may well appeal to the same person to varying degrees) but that is not to say that one style is inherently better or worse than another. To some people, these games are their fantasy novels and their movies. These are the people who work much in the way you describe. People who feel that the game should be about the game, in a very serious and artistic way. This style has its own pitfalls and rewards: While in a way you can participate in the creation of a grand and epic fantasy, it can be difficult for each individual to see eye to eye on what this means. Additionally, a very strong and intense focus on role playing can become very emotionally demanding and intimidating to players, especially if they are shy, not terribly talented actors, or people who do not think quickly on their feet. Remember, when you play this style you are asking your players generally to be actor-writer-psychologists who design a character personality and backstory and then [I]improvise every scene for the rest of the character's life. [/I] I used to be an actor and I can say honestly that even some of the best actors I ever worked with would be incapable of this task. To some people, playing this game is like poker night. They get together with friends, have a good time, and enjoy each other's company. Some people might role play more intensely than others but overall the group goal is to have a fun evening rather than create a fantasy epic. This sort of game has its own advantages and pitfalls, as well. The sense of wonder that can accompany the game can be lost in the chatter or digressions, but on the flip side, people may feel more relaxed and able to have fun. To some people, this game is a problem solving game. The goal is to outwit the enemy, even when you have a 7 intelligence. They find fun in planning, coordinating activities, and finding clever ways to overcome obstacles. On the down side, the amazing problem solving ability of your 7 intelligence half orc barbarian friend may sorely test verisimilitude. On the plus side, this guy can come up with a tactical solution that allows a dramatic and thunderous victory which makes the game more enjoyable. As a side note, I remember in my gaming group when a discussion came up about "digressions" and "out of character statements at the table." The most interesting thing I discovered during this whole conversation is essentially that people considered only the behavior of [B]others[/B] to be a bother, while they did not perceive that they themselves were making as many out of character and digressive comments (including the DM, who was one of the proponents of the "you will get penalized experience if you do anything out of character" stance). I remember coming in the next week, not making a single statement out of character or a single joke and becoming [B]livid[/B] as the night went on and I realized that the very people proposing this rule were the most disruptive people at the table [I]but never noticed because they perceived only the behavior of others as disruptive.[/I] But focusing back on your post, I think the idea of generosity is an interesting one and inherently the answer to your question. The way to make the game the most enjoyable for everyone is for everyone to be generous. If Bill has the most fun by making witty comments and bringing out the perfect, if most anachronistic, quote, then be generous and let Bill do so. If Mary is filled with joy when her character outwits the enemy, let her play tactician even if it doesn't fit the character very well. And if you have the most fun role playing intense scenes, when those intense scenes come up, everyone should role play right along with you and help you create the sense of dramatic impact. To a small degree, I think most people have a relative amount of fun in each of these situations. If Bill is funny, everyone laughs. If Mary outwits the mastermind, everyone feels great when victory is snatched from the jaws of defeat. And if everyone participates in an incredible role playing scene, everyone feels like they just filmed a scene in the Lord of the Rings in one take. The only other option is to find people who share your outlook and taste in how the game should be run. However, judging by the divorce rate it is difficult to find a single person with whom we can see totally eye to eye let alone an entire group. [/QUOTE]
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