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"My Character Is Always..." and related topics.
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<blockquote data-quote="JonnyP71" data-source="post: 7305335" data-attributes="member: 6788862"><p>It's hardly a gotcha for anything. A good DM does not treat it as a computer program might - it's up to the DM to evaluate the situation and adapt, and react to the ideas and the roleplay - let the story develop, let the players surprise you and enjoy it when they do.</p><p></p><p>If a player was to pass me a note listing things their character always does I would pass it back and tell them 'I will assume your character will wash, get dressed, go to the toilet, check their pack before setting off, keep their blade sharp, etc, however anything of specific importance to an adventuring situation that is being played out, you must tell me what they are doing.' Going to a tavern might be played out in 30 seconds - "We just go to relax in the inn" could result in - "You have a quiet night in the inn, a couple of drinks, it's a pleasant evening but nothing of note happens."... </p><p></p><p>But if they say something like, "ok we'll go to the tavern, I'd like to get to know the innkeeper, while the others mingle with the patrons to see if they can learn of any rumours pertaining to the missing relic." Then obviously we would take our time over that, and with it becoming an 'adventuring situation', we'd roleplay various conversations, specific drinks may matter, I might call for a few rolls to see how well they get on with the patrons, depending on how the players approach the event and engage with the environment I describe. </p><p></p><p>The players drive the game in this sense, and have a greater impact on events than their characters' mechanical skills.</p></blockquote><p></p>
[QUOTE="JonnyP71, post: 7305335, member: 6788862"] It's hardly a gotcha for anything. A good DM does not treat it as a computer program might - it's up to the DM to evaluate the situation and adapt, and react to the ideas and the roleplay - let the story develop, let the players surprise you and enjoy it when they do. If a player was to pass me a note listing things their character always does I would pass it back and tell them 'I will assume your character will wash, get dressed, go to the toilet, check their pack before setting off, keep their blade sharp, etc, however anything of specific importance to an adventuring situation that is being played out, you must tell me what they are doing.' Going to a tavern might be played out in 30 seconds - "We just go to relax in the inn" could result in - "You have a quiet night in the inn, a couple of drinks, it's a pleasant evening but nothing of note happens."... But if they say something like, "ok we'll go to the tavern, I'd like to get to know the innkeeper, while the others mingle with the patrons to see if they can learn of any rumours pertaining to the missing relic." Then obviously we would take our time over that, and with it becoming an 'adventuring situation', we'd roleplay various conversations, specific drinks may matter, I might call for a few rolls to see how well they get on with the patrons, depending on how the players approach the event and engage with the environment I describe. The players drive the game in this sense, and have a greater impact on events than their characters' mechanical skills. [/QUOTE]
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