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<blockquote data-quote="Indigo Veil" data-source="post: 1661768" data-attributes="member: 9361"><p>I agree with aurance on this one, that it totally depends on your ability as a storyteller. I would also add that for the campaign as a whole to work, you and your players pretty much have to work together...if you have players who start playing with their cell phones when a plot driven, honest to god roleplaying opportunity comes up, there will be lots of irritation on all sides, and the campaign will be fun for no one. If you're getting rid of these people as players, and you're fairly confident in your skills as a narrative driven roleplayer, my opinion is that you're in good shape, and the toughest part is already behind you.</p><p></p><p>I should at this point share a little something: I -am- a player like the one you're talking about. I. Loathe. Extended. System based. Combat. Hate it, hate it, hate it. (I adore gritty, graphic violence, however, so long as it fits with the story...I have a feeling that your player is likely the same, though perhaps not nearly as fond of the violence as I am) Does that mean that I don't game at all? Hell, no. ^_^ Just for me, my GM tones down the visibility of the system we're using, and that goes a long way in minimizing my distaste for combat, and it can be hugely rewarding for all involved. (Queen of Shadows, linked below, was a solo campaign that my GM ran for me, and though it involves torture, BDSM, and other power play dynamics, involves only ONE instance of "combat," and it was maybe three seconds long.)</p><p></p><p>I can't really offer much in the way of resources (I leave that to my GM...I wuv him so! ^_^), but will attest to the fact that what your player is seeking -can- be done. ^_^</p><p></p><p>Good luck, and let us know what happens!</p></blockquote><p></p>
[QUOTE="Indigo Veil, post: 1661768, member: 9361"] I agree with aurance on this one, that it totally depends on your ability as a storyteller. I would also add that for the campaign as a whole to work, you and your players pretty much have to work together...if you have players who start playing with their cell phones when a plot driven, honest to god roleplaying opportunity comes up, there will be lots of irritation on all sides, and the campaign will be fun for no one. If you're getting rid of these people as players, and you're fairly confident in your skills as a narrative driven roleplayer, my opinion is that you're in good shape, and the toughest part is already behind you. I should at this point share a little something: I -am- a player like the one you're talking about. I. Loathe. Extended. System based. Combat. Hate it, hate it, hate it. (I adore gritty, graphic violence, however, so long as it fits with the story...I have a feeling that your player is likely the same, though perhaps not nearly as fond of the violence as I am) Does that mean that I don't game at all? Hell, no. ^_^ Just for me, my GM tones down the visibility of the system we're using, and that goes a long way in minimizing my distaste for combat, and it can be hugely rewarding for all involved. (Queen of Shadows, linked below, was a solo campaign that my GM ran for me, and though it involves torture, BDSM, and other power play dynamics, involves only ONE instance of "combat," and it was maybe three seconds long.) I can't really offer much in the way of resources (I leave that to my GM...I wuv him so! ^_^), but will attest to the fact that what your player is seeking -can- be done. ^_^ Good luck, and let us know what happens! [/QUOTE]
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