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<blockquote data-quote="ExploderWizard" data-source="post: 4893843" data-attributes="member: 66434"><p>Not in any way shape or form. I am saying that a character will make choices that seem to be the best for him/her at the time. This does not mean the most tactically sound option all the time. If a character has a younger family member in danger then planning a daring rescue against terrible odds might not be tactically the best option for the character's continued safety but the character may do it anyway because he/she believes that it is the right thing to do. That's an example of a character driven motivation. </p><p> </p><p> </p><p>Well it isn't true. I don't know how you got to that conclusion from that quote.</p><p> </p><p> </p><p> </p><p> </p><p>If the PC decides to get drunk because the character thinks that it would be a good idea, then why not?</p><p> </p><p> </p><p> </p><p>Nope. Making a choice that is not relevant to the character in any way isn't a roleplaying decision. Having a character act in a given fashion because some game mechanic law of the universe says that they WILL have a time to shine and therefore MUST suck elsewhere is a storytelling decision made by the player. </p><p> </p><p> </p><p>A module can suggest all kinds of likely outcomes. If a DM feels bound to only use those suggested outcomes then game failure can result.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4893843, member: 66434"] Not in any way shape or form. I am saying that a character will make choices that seem to be the best for him/her at the time. This does not mean the most tactically sound option all the time. If a character has a younger family member in danger then planning a daring rescue against terrible odds might not be tactically the best option for the character's continued safety but the character may do it anyway because he/she believes that it is the right thing to do. That's an example of a character driven motivation. Well it isn't true. I don't know how you got to that conclusion from that quote. If the PC decides to get drunk because the character thinks that it would be a good idea, then why not? Nope. Making a choice that is not relevant to the character in any way isn't a roleplaying decision. Having a character act in a given fashion because some game mechanic law of the universe says that they WILL have a time to shine and therefore MUST suck elsewhere is a storytelling decision made by the player. A module can suggest all kinds of likely outcomes. If a DM feels bound to only use those suggested outcomes then game failure can result. [/QUOTE]
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