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"Oddities" in fantasy settings - the case against "consistency"
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<blockquote data-quote="Alzrius" data-source="post: 9251501" data-attributes="member: 8461"><p>I don't think most instances of this are the player outrightly <em>trying</em> to be a jerk. I think that they're just more focused on themselves than they are on the group as a whole, with no way to manage a happy medium between doing what they want to do and doing what's fun for everyone. It's an instance of them not being able to have fun unless they can make things all about them all (or at least most) of the time.</p><p></p><p>Now, that's <em>far</em> from the only way that someone can be disruptive at the table. But in my experience it's a problem that very often dovetails with the "let's overturn a convention" idea, as it very often seems to be another way of saying "my character is the most special of all."</p><p></p><p>I'm honestly not sure why anyone would think that "not being allowed to overturn convention" can at all be equated to "not being allowed to contribute." The "contribution" comes not through defining how the setting works, but through what your character does in the course of play. Do you really <em>have</em> to be the last mage in the entire world to have a fun time? To leave your mark on the game world? To be a hero of the ages? If you already have a vast world with myriad adventures waiting, secrets to be uncovered, enemies to fight, and treasures to be won, why is the only way you can "contribute" to be to rewrite the underlying truths that the world is based on?</p><p></p><p>I disagree with your suspicion, as it conflicts with what I've personally experienced and heard from others. If someone wants to overturn convention by having their character be some sort of "chosen one," that's a big red flag for me.</p><p></p><p>Which is fine. Seriously, that's a perfectly cromulent method of play. But to me, the conventions of the settings (and their expressions under the game rules) are like a big bucket of legos: the more I have, the more things I can make, and it helps that the legos all interact in a uniform manner. Overturning convention is like disassembling pieces of the game world that's been built with those legos, though, which can range from being aesthetically unpleasant to possibly causing the entire thing to topple over.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 9251501, member: 8461"] I don't think most instances of this are the player outrightly [I]trying[/I] to be a jerk. I think that they're just more focused on themselves than they are on the group as a whole, with no way to manage a happy medium between doing what they want to do and doing what's fun for everyone. It's an instance of them not being able to have fun unless they can make things all about them all (or at least most) of the time. Now, that's [I]far[/I] from the only way that someone can be disruptive at the table. But in my experience it's a problem that very often dovetails with the "let's overturn a convention" idea, as it very often seems to be another way of saying "my character is the most special of all." I'm honestly not sure why anyone would think that "not being allowed to overturn convention" can at all be equated to "not being allowed to contribute." The "contribution" comes not through defining how the setting works, but through what your character does in the course of play. Do you really [I]have[/I] to be the last mage in the entire world to have a fun time? To leave your mark on the game world? To be a hero of the ages? If you already have a vast world with myriad adventures waiting, secrets to be uncovered, enemies to fight, and treasures to be won, why is the only way you can "contribute" to be to rewrite the underlying truths that the world is based on? I disagree with your suspicion, as it conflicts with what I've personally experienced and heard from others. If someone wants to overturn convention by having their character be some sort of "chosen one," that's a big red flag for me. Which is fine. Seriously, that's a perfectly cromulent method of play. But to me, the conventions of the settings (and their expressions under the game rules) are like a big bucket of legos: the more I have, the more things I can make, and it helps that the legos all interact in a uniform manner. Overturning convention is like disassembling pieces of the game world that's been built with those legos, though, which can range from being aesthetically unpleasant to possibly causing the entire thing to topple over. [/QUOTE]
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"Oddities" in fantasy settings - the case against "consistency"
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