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General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="Ilbranteloth" data-source="post: 7101947" data-attributes="member: 6778044"><p>I've had the best luck with players remaining in character for the highest percentage of time when the percentage of players at the table buy into it. And it's not always because more players "police" the table. A lot of it has to do with the percentage of time the table as a whole remains in that mode.</p><p></p><p>Oddly enough, it also seems to be more likely when the players at the table aren't close friends. If the group is coming together primarily to play the game without as many shared outside interests, it tends to stay focused on the game itself.</p><p></p><p>However, as a "non-actor" type myself, I consider the distinction of "as" and "for" to be irrelevant. "I will talk to the guard to get a sense as to whether he can be bribed - to see if he's got a family, debts, is he greedy, is he more concerned about keeping his job, or making quick coin, etc." to be functionally and fundamentally the same immersion as him striking up a conversation in character, with me responding in character as the guard.</p><p></p><p>Yes, there can be subtleties at play if you're good at creating dialogue, but a descriptive approach can also be faster. Particularly if the situation involves multiple NPCs at a given time (which brings its own oddities when there is but a single DM producing dialogue for the NPCs).</p><p></p><p>The immersion is different, perhaps similar to the difference between a novel written in first person vs third person.</p><p></p><p>The point, though, is the less they talk about anything other than what their character is saying/doing, the less immersive the experience is.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7101947, member: 6778044"] I've had the best luck with players remaining in character for the highest percentage of time when the percentage of players at the table buy into it. And it's not always because more players "police" the table. A lot of it has to do with the percentage of time the table as a whole remains in that mode. Oddly enough, it also seems to be more likely when the players at the table aren't close friends. If the group is coming together primarily to play the game without as many shared outside interests, it tends to stay focused on the game itself. However, as a "non-actor" type myself, I consider the distinction of "as" and "for" to be irrelevant. "I will talk to the guard to get a sense as to whether he can be bribed - to see if he's got a family, debts, is he greedy, is he more concerned about keeping his job, or making quick coin, etc." to be functionally and fundamentally the same immersion as him striking up a conversation in character, with me responding in character as the guard. Yes, there can be subtleties at play if you're good at creating dialogue, but a descriptive approach can also be faster. Particularly if the situation involves multiple NPCs at a given time (which brings its own oddities when there is but a single DM producing dialogue for the NPCs). The immersion is different, perhaps similar to the difference between a novel written in first person vs third person. The point, though, is the less they talk about anything other than what their character is saying/doing, the less immersive the experience is. [/QUOTE]
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Judgement calls vs "railroading"
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