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Judgement calls vs "railroading"
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<blockquote data-quote="Imaro" data-source="post: 7081886" data-attributes="member: 48965"><p>Well I don't think it's trying to be exhaustive... but as a general guideline I think it serves it's purposes pretty well. I am curious what play experiences do you believe it is not addressing?</p><p></p><p></p><p></p><p>So given player motivation is a moving target at any given time... player tendencies will shift over time, and there are nuances within any single category of player type... why would a single set of techniques and mechanics be a better choice than one that has wide reaching and a broader focus?</p><p></p><p>Hmmm... this line of thinking has made me wonder something else as well. I tend to run long term campaigns and with the assumptions above it seems that a more focused rules set would actually grow stale or boring over a longer period of time, where as a less focused more broad based rule set would more easily accommodate those changing tastes and tendencies... what do you think?</p><p></p><p>Finally I want to address your last sentence above... I don't find it problematic at all to assume the average player when sitting down to a roleplaying game is going to be looking for the same sort of fun (in a general sense)... in fact I'd say it pretty much bears out in my experience. One of my brothers who games is a butt-kicker... doesn't matter if it's D&D, Mage the Awakening, FATE or Numenera he wants to kick but and take names. I have another brother who is a Tactician... no matter what else he might enjoy he always finds riddles, puzzles and mysteries fun to engage with. While they may enjoy other things about the game I know as DM/GM for a fact that these things will always engage and interest them while other things will be hit or miss at times. </p><p></p><p></p><p></p><p></p><p>Do you think someone who enjoys all of those to an equal degree is the norm? Anyway It seems, at least from this read that... <em>player advocacy and experiencing things as the character does in a meaningful way</em>... are what is most important to you and it reflects in your score of 96% Method Actor. The others are things you enjoy but it seems pretty clear form the passage above that without that Method Acting component you wouldn't enjoy or probably even play the game... and so you prefer games that accommodate or even push for that.. or am I misreading? That's great if you've got others who value that as much as you do... but if they don't well what do you do then? If they want to kick some butt right now but the pursuit of your character goals and advocating for your character isn't leading to that... what happens?</p><p></p><p></p><p></p><p>So far I've enjoyed reading your posts even if I don't necessarily agree with them all... but I do think when we are fans of something, we tend to have a blindness to it's flaws or even other factors that influence why we enjoy it. That's what I am trying to explore... do these techniques and mechanics need a certain type of player, length of campaign, even state of mind to enjoy... if so that should be discussed along with the mechanics and technique. We have a poster [MENTION=6688277]Sadras[/MENTION] who tried giving his players some authorial and narrative control and it flopped. but instead of us examining why this happened he is summarily dismissed by [MENTION=996]Tony Vargas[/MENTION] and [MENTION=42582]pemerton[/MENTION]. that to me is where we are blind to the faults of our own preferences. </p><p></p><p></p><p></p><p>I don't think you've placed me in a box but then I haven't contributed enough about my playstyle for that to happen, mainly because as with the example above I don't believe some posters are here for a discussion or an exchange of ideas but more to prove their playstyle has all the advantages and not a single drawback... and yeah that conversation isn't really all that interesting to me.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7081886, member: 48965"] Well I don't think it's trying to be exhaustive... but as a general guideline I think it serves it's purposes pretty well. I am curious what play experiences do you believe it is not addressing? So given player motivation is a moving target at any given time... player tendencies will shift over time, and there are nuances within any single category of player type... why would a single set of techniques and mechanics be a better choice than one that has wide reaching and a broader focus? Hmmm... this line of thinking has made me wonder something else as well. I tend to run long term campaigns and with the assumptions above it seems that a more focused rules set would actually grow stale or boring over a longer period of time, where as a less focused more broad based rule set would more easily accommodate those changing tastes and tendencies... what do you think? Finally I want to address your last sentence above... I don't find it problematic at all to assume the average player when sitting down to a roleplaying game is going to be looking for the same sort of fun (in a general sense)... in fact I'd say it pretty much bears out in my experience. One of my brothers who games is a butt-kicker... doesn't matter if it's D&D, Mage the Awakening, FATE or Numenera he wants to kick but and take names. I have another brother who is a Tactician... no matter what else he might enjoy he always finds riddles, puzzles and mysteries fun to engage with. While they may enjoy other things about the game I know as DM/GM for a fact that these things will always engage and interest them while other things will be hit or miss at times. Do you think someone who enjoys all of those to an equal degree is the norm? Anyway It seems, at least from this read that... [I]player advocacy and experiencing things as the character does in a meaningful way[/I]... are what is most important to you and it reflects in your score of 96% Method Actor. The others are things you enjoy but it seems pretty clear form the passage above that without that Method Acting component you wouldn't enjoy or probably even play the game... and so you prefer games that accommodate or even push for that.. or am I misreading? That's great if you've got others who value that as much as you do... but if they don't well what do you do then? If they want to kick some butt right now but the pursuit of your character goals and advocating for your character isn't leading to that... what happens? So far I've enjoyed reading your posts even if I don't necessarily agree with them all... but I do think when we are fans of something, we tend to have a blindness to it's flaws or even other factors that influence why we enjoy it. That's what I am trying to explore... do these techniques and mechanics need a certain type of player, length of campaign, even state of mind to enjoy... if so that should be discussed along with the mechanics and technique. We have a poster [MENTION=6688277]Sadras[/MENTION] who tried giving his players some authorial and narrative control and it flopped. but instead of us examining why this happened he is summarily dismissed by [MENTION=996]Tony Vargas[/MENTION] and [MENTION=42582]pemerton[/MENTION]. that to me is where we are blind to the faults of our own preferences. I don't think you've placed me in a box but then I haven't contributed enough about my playstyle for that to happen, mainly because as with the example above I don't believe some posters are here for a discussion or an exchange of ideas but more to prove their playstyle has all the advantages and not a single drawback... and yeah that conversation isn't really all that interesting to me. [/QUOTE]
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