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Judgement calls vs "railroading"
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<blockquote data-quote="Campbell" data-source="post: 7076959" data-attributes="member: 16586"><p>It might be true that there are adverse fictional outcomes a given player does not want to accept while at the same time removing those outcomes as mechanical possibilities might not be what that player is looking for. I think there is a sort of player who wants to feel like they are playing to find out what happens while at the same time desiring that "the story comes out right" and play matches an expected narrative structure. They want to feel the tension of the moment while not actually taking any sort of real risk that things might not turn out as they expect them to. They need a release valve, but a mechanized release valve requires acknowledging that they are not really willing to accept the results of following the fiction, playing their characters with integrity, and accepting the results of the game system. Instead the rely on social cues to get what they want from the GM and other players without saying it out loud because that would mean acknowledging it.</p><p></p><p>It's not just character death where we see this behavior in motion. That just happens to be the most visceral example. You also see this behavior in all sorts of examples where players have trouble accepting the consequences of their decisions or failed rolls, particularly in social situations. Alternatively there might be situations where they expect their characters to fail and will also apply social pressure to get the results they want to occur. Character concept seems to be the clarion call of this player type. <em>My character would never be fooled by such a simple ruse.</em></p></blockquote><p></p>
[QUOTE="Campbell, post: 7076959, member: 16586"] It might be true that there are adverse fictional outcomes a given player does not want to accept while at the same time removing those outcomes as mechanical possibilities might not be what that player is looking for. I think there is a sort of player who wants to feel like they are playing to find out what happens while at the same time desiring that "the story comes out right" and play matches an expected narrative structure. They want to feel the tension of the moment while not actually taking any sort of real risk that things might not turn out as they expect them to. They need a release valve, but a mechanized release valve requires acknowledging that they are not really willing to accept the results of following the fiction, playing their characters with integrity, and accepting the results of the game system. Instead the rely on social cues to get what they want from the GM and other players without saying it out loud because that would mean acknowledging it. It's not just character death where we see this behavior in motion. That just happens to be the most visceral example. You also see this behavior in all sorts of examples where players have trouble accepting the consequences of their decisions or failed rolls, particularly in social situations. Alternatively there might be situations where they expect their characters to fail and will also apply social pressure to get the results they want to occur. Character concept seems to be the clarion call of this player type. [I]My character would never be fooled by such a simple ruse.[/I] [/QUOTE]
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