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<blockquote data-quote="KidSnide" data-source="post: 5732064" data-attributes="member: 54710"><p>I agree that this is the crux. I think the essential difference is that the people I play with are really persuasive and have pretty decent deductive powers. Allowing them to replace those player abilities with character abilities would totally ruin the fun. Persuading NPCs with role-playing (with a nod to differences in diplomacy) and puzzling out mysteries (with the higher information characters getting more clues) is part of why we play. It's why no-combat sessions outnumber combat sessions by a significant majority.</p><p></p><p>That having been said, I agree with you that it's important for character abilities to be there as a replacement to player abilities that aren't fun for those players. My players don't really enjoy tracking names. So, when an important NPC was mentioned in a letter with a matronymic instead of a patronymic, I pointed it out. (Their out-of-game chances of recognizing a female arabic name over a male arabic name were low, even though their character's would recognize it in a second. I think I would have more fun if my players could pick this up, but I want my game to be fun for the players I have.)</p><p></p><p>But this is why I disagree with the "always" proposition. I'm not saying it's wrong for your game (you know that best), but that kind of design would seriously damage mine.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5732064, member: 54710"] I agree that this is the crux. I think the essential difference is that the people I play with are really persuasive and have pretty decent deductive powers. Allowing them to replace those player abilities with character abilities would totally ruin the fun. Persuading NPCs with role-playing (with a nod to differences in diplomacy) and puzzling out mysteries (with the higher information characters getting more clues) is part of why we play. It's why no-combat sessions outnumber combat sessions by a significant majority. That having been said, I agree with you that it's important for character abilities to be there as a replacement to player abilities that aren't fun for those players. My players don't really enjoy tracking names. So, when an important NPC was mentioned in a letter with a matronymic instead of a patronymic, I pointed it out. (Their out-of-game chances of recognizing a female arabic name over a male arabic name were low, even though their character's would recognize it in a second. I think I would have more fun if my players could pick this up, but I want my game to be fun for the players I have.) But this is why I disagree with the "always" proposition. I'm not saying it's wrong for your game (you know that best), but that kind of design would seriously damage mine. -KS [/QUOTE]
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