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Oh Ye of Little FAITB
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<blockquote data-quote="Scott Christian" data-source="post: 9075965" data-attributes="member: 6901101"><p>I personally feel that FAITB has been great for roleplayers. I've known many that use them as guides for in-game decision making. And that is the crux of why they exist. I know many experienced roleplayers that simply revert back to their personalities when it comes to danger/reward decisions or impulse/consequence. A quick glance at your sheet that says, "I follow orders even if I think they're wrong," helps that player make a decision that follows a personality trait. This helps experienced and novice players alike. </p><p></p><p>It also helps players develop a sense of narration. A PC's whose flaw is, "I have a tell when I'm lying," could be nothing. But to a payer that is learning how to describe how their character looks while socializing, this is a great tool to assist in that process.</p><p></p><p>And please, I know they are broad, and someone can come along and say, "Follow orders? What if they told you to kill another PC? They're too vague or limited." That statement is only true if you believe the people playing D&D are morons. No one is discussing truisms here. We are discussing a roleplaying aid that could easily be baked into class and/or background skills/abilities. </p><p></p><p>The other thing I would point out is that if the players actually use these, it's very easy for the DM to work them into the story. It can help create a bond. It can stir up conflict. It can even teach a newer DM how to avoid conflicts they may not want at their table, such as a PC attacking a guard.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9075965, member: 6901101"] I personally feel that FAITB has been great for roleplayers. I've known many that use them as guides for in-game decision making. And that is the crux of why they exist. I know many experienced roleplayers that simply revert back to their personalities when it comes to danger/reward decisions or impulse/consequence. A quick glance at your sheet that says, "I follow orders even if I think they're wrong," helps that player make a decision that follows a personality trait. This helps experienced and novice players alike. It also helps players develop a sense of narration. A PC's whose flaw is, "I have a tell when I'm lying," could be nothing. But to a payer that is learning how to describe how their character looks while socializing, this is a great tool to assist in that process. And please, I know they are broad, and someone can come along and say, "Follow orders? What if they told you to kill another PC? They're too vague or limited." That statement is only true if you believe the people playing D&D are morons. No one is discussing truisms here. We are discussing a roleplaying aid that could easily be baked into class and/or background skills/abilities. The other thing I would point out is that if the players actually use these, it's very easy for the DM to work them into the story. It can help create a bond. It can stir up conflict. It can even teach a newer DM how to avoid conflicts they may not want at their table, such as a PC attacking a guard. [/QUOTE]
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