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Legends & Lore: Roleplaying in D&D Next
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<blockquote data-quote="I'm A Banana" data-source="post: 6162328" data-attributes="member: 2067"><p>The FATE-point example wasn't enough?</p><p></p><p>Mokay, then, lets look at Mearls's proposed idea to let Inspiration be given out by one player to another. </p><p></p><p>If I'm thinking in-character, getting Advantage on a d20 roll makes some sense. I'm putting it all on the line for something I truly care about, I'm entering the Zen state of hightened awareness, this is my moment, this is what I've waited for, so I am better able to eke out a victory. This applies equally to the character, and the player that is pretending to be that character, creating a good synergy between the experiences: as the player experiences the rush of climactic victory, so, too, does the character.</p><p></p><p>But if I'm pretending to be that character, I'm not going to be giving that rush to someone else. It's personal, it's me who has that experience, it's the moment <strong>I've</strong> been waiting for. I can't give that moment to this other person, because it's specifically personal. </p><p></p><p>So the ability to give Inspiration to another PC is meta-game: I have a fob, and I can pass that fob around the table. It removes me from the context of my character, and puts me in the context of a player at a table, playing a game where I have fobs. I am no longer thinking like my character, because my character has nothing to pass on, no fob that can transition, my character is at the moment in an emotional, invested moment, which may give me (as a heroic character) a higher chance to accomplish something, but would not enable me to give someone ELSE a higher chance to accomplish something.</p><p></p><p>That's not to say it's a bad mechanic, it's just not a mechanic good at fostering <em>being in-character</em>, it's a mechanic that instantly makes me aware that I'm at a table playing a game with fobs, which isn't where my character is, at all. If the goal of a "roleplaying" mechanic is to foster that place where player thoughts and character thoughts overlap and become one, to encourage <em>playing a role</em>, then the ability to pass on Inspiration doesn't meet that goal.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6162328, member: 2067"] The FATE-point example wasn't enough? Mokay, then, lets look at Mearls's proposed idea to let Inspiration be given out by one player to another. If I'm thinking in-character, getting Advantage on a d20 roll makes some sense. I'm putting it all on the line for something I truly care about, I'm entering the Zen state of hightened awareness, this is my moment, this is what I've waited for, so I am better able to eke out a victory. This applies equally to the character, and the player that is pretending to be that character, creating a good synergy between the experiences: as the player experiences the rush of climactic victory, so, too, does the character. But if I'm pretending to be that character, I'm not going to be giving that rush to someone else. It's personal, it's me who has that experience, it's the moment [B]I've[/B] been waiting for. I can't give that moment to this other person, because it's specifically personal. So the ability to give Inspiration to another PC is meta-game: I have a fob, and I can pass that fob around the table. It removes me from the context of my character, and puts me in the context of a player at a table, playing a game where I have fobs. I am no longer thinking like my character, because my character has nothing to pass on, no fob that can transition, my character is at the moment in an emotional, invested moment, which may give me (as a heroic character) a higher chance to accomplish something, but would not enable me to give someone ELSE a higher chance to accomplish something. That's not to say it's a bad mechanic, it's just not a mechanic good at fostering [I]being in-character[/I], it's a mechanic that instantly makes me aware that I'm at a table playing a game with fobs, which isn't where my character is, at all. If the goal of a "roleplaying" mechanic is to foster that place where player thoughts and character thoughts overlap and become one, to encourage [I]playing a role[/I], then the ability to pass on Inspiration doesn't meet that goal. [/QUOTE]
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