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NPC Deception/Persuasion and player agency
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<blockquote data-quote="Campbell" data-source="post: 9566344" data-attributes="member: 16586"><p>I think whether or not mechanics that have I say in who your characters feels or thinks are going to feel natural to you is going to have a lot to do with how you start in the hobby. I personally cut my teeth on games like Vampire, Classic Deadlands and Legend of the Five Rings. The idea that a game wouldn't have something to say on who your character is honestly feels more foreign to me.</p><p></p><p>I'd also add that I think the <em><strong>do we need this mechanic?</strong></em> question is a whole lot less useful than <em><strong>does this mechanic provide something useful (for its intended audience)?</strong> </em>Ultimately games are experiences we opt into because they provide us with something we would not otherwise get. One of the vectors for me is helping me get into a headspace that is foreign to me. Like playing a samurai who struggles to maintain face under the weight of mounting emotional tension or a vampire struggling against their beast. Can I attempt to roleplay those situations without the aid of a game to bring those things to life? Sure, but there is no particular comparative virtue to doing it unassisted versus with the aid of a game that helps me get to where I desire to go. The idea that say Strife in L5R Fifth Edition cheapens the experience rather than adds to it is not consistent with my experience. Rather what cheapened play from my perspective was the sort of reading the room I had to do while playing previous editions to determine how much samurai drama I could afford to inflict on the game without distracting from the scenario. Under Fifth Edition I felt like I could just play the game freely and have the game (and GM) help to bring my characters' struggles to life.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9566344, member: 16586"] I think whether or not mechanics that have I say in who your characters feels or thinks are going to feel natural to you is going to have a lot to do with how you start in the hobby. I personally cut my teeth on games like Vampire, Classic Deadlands and Legend of the Five Rings. The idea that a game wouldn't have something to say on who your character is honestly feels more foreign to me. I'd also add that I think the [I][B]do we need this mechanic?[/B][/I] question is a whole lot less useful than [I][B]does this mechanic provide something useful (for its intended audience)?[/B] [/I]Ultimately games are experiences we opt into because they provide us with something we would not otherwise get. One of the vectors for me is helping me get into a headspace that is foreign to me. Like playing a samurai who struggles to maintain face under the weight of mounting emotional tension or a vampire struggling against their beast. Can I attempt to roleplay those situations without the aid of a game to bring those things to life? Sure, but there is no particular comparative virtue to doing it unassisted versus with the aid of a game that helps me get to where I desire to go. The idea that say Strife in L5R Fifth Edition cheapens the experience rather than adds to it is not consistent with my experience. Rather what cheapened play from my perspective was the sort of reading the room I had to do while playing previous editions to determine how much samurai drama I could afford to inflict on the game without distracting from the scenario. Under Fifth Edition I felt like I could just play the game freely and have the game (and GM) help to bring my characters' struggles to life. [/QUOTE]
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