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<blockquote data-quote="innerdude" data-source="post: 7729290" data-attributes="member: 85870"><p>What in the . . . how did you . . . holy cow, in four paragraphs you've summed up my friend's gamestyle so perfectly, it's as if you were sitting there watching our group. Even to the "silly voice" assertion. His last character? The most stereotypical dwarf fighter known to man, right down to the faux-Scottish accent. </p><p></p><p>This bit too rings especially true: </p><p></p><p></p><p></p><p>Of all the players in our group, he is BY FAR the one most likely to call 'foul' when the GM does something that changes the fiction that reveals some weakness in his character. He very much demands that his character is <em>in control</em>, that all challenges should be tailored to his character's strengths. Anything that intimates that he did something "wrong," or calls his competence as a player into question by bypassing his character build (skills, edges/feats, abilities), is seen as diminishing his fun. </p><p></p><p>And it's not that he's a bad guy, or even consciously states it in these terms, it's just his natural inclination. Your insight, [MENTION=99817]chaochou[/MENTION], is spot on. This is very much a <em>learned</em> mindset garnered over thousands of hours of World of Warcraft play. </p><p></p><p></p><p></p><p>And this sums up what I'm now looking for in my RPG play. I dropped D&D five years ago and have never looked back, to the point now where I wonder why I even hang on to what little material I have for it. I may play in a D&D/d20 system again at some point, but I KNOW I will literally never run it again. </p><p></p><p>Savage Worlds has been a great "mid-point", with its added flexibility and freedom of character building, and it's a breeze to GM. But it's still very much a "traditional" RPG, in the sense of the gamist/player reward cycle that is the hallmark of AD&D. If it's traditional, gamist, action-oriented RPG play I'm looking for, Savage Worlds is by far the best representation of that style of play I've tried, but at some point I'm hoping I can get my group to really---REALLY---try something different. Before my foray into Dungeon World, I seriously considered doing Burning Wheel instead, but for at least two of the players, I knew it would be a bridge too far. </p><p></p><p>I think I may just need to realize that my group really is a "traditionalist" group at heart. Ah me. Such is life. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="innerdude, post: 7729290, member: 85870"] What in the . . . how did you . . . holy cow, in four paragraphs you've summed up my friend's gamestyle so perfectly, it's as if you were sitting there watching our group. Even to the "silly voice" assertion. His last character? The most stereotypical dwarf fighter known to man, right down to the faux-Scottish accent. This bit too rings especially true: Of all the players in our group, he is BY FAR the one most likely to call 'foul' when the GM does something that changes the fiction that reveals some weakness in his character. He very much demands that his character is [I]in control[/I], that all challenges should be tailored to his character's strengths. Anything that intimates that he did something "wrong," or calls his competence as a player into question by bypassing his character build (skills, edges/feats, abilities), is seen as diminishing his fun. And it's not that he's a bad guy, or even consciously states it in these terms, it's just his natural inclination. Your insight, [MENTION=99817]chaochou[/MENTION], is spot on. This is very much a [I]learned[/I] mindset garnered over thousands of hours of World of Warcraft play. And this sums up what I'm now looking for in my RPG play. I dropped D&D five years ago and have never looked back, to the point now where I wonder why I even hang on to what little material I have for it. I may play in a D&D/d20 system again at some point, but I KNOW I will literally never run it again. Savage Worlds has been a great "mid-point", with its added flexibility and freedom of character building, and it's a breeze to GM. But it's still very much a "traditional" RPG, in the sense of the gamist/player reward cycle that is the hallmark of AD&D. If it's traditional, gamist, action-oriented RPG play I'm looking for, Savage Worlds is by far the best representation of that style of play I've tried, but at some point I'm hoping I can get my group to really---REALLY---try something different. Before my foray into Dungeon World, I seriously considered doing Burning Wheel instead, but for at least two of the players, I knew it would be a bridge too far. I think I may just need to realize that my group really is a "traditionalist" group at heart. Ah me. Such is life. :) [/QUOTE]
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