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On Behavioral Realism
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<blockquote data-quote="MGibster" data-source="post: 7948330" data-attributes="member: 4534"><p>I've never been in the military but that's pretty much how my adventuring PCs act. I figure they're young, physically fit, and putting their lives on the line on a regular basis so when they return to town they're going to live like rock stars. In many RPGs, there's an incentive to scrimp and save as much as possible because they can use gold to purchase weapons, armor, spells, or other supplies that improve their changes of survival. </p><p></p><p></p><p></p><p>You're asking a lot of questions here: The degree to which I care if player characters act like real people (however we define real) is dependent on the type of game I'm playing. In something fantastical, like D&D, I don't particularly care but in Call of Cthulhu I think it's kind of important. </p><p></p><p>But in general, I think the best way to convince players to emulate reality is to provide them with some sort of reward. If the rules don't provide a reward for behaving in a realistic manner then the GM should provide some sort of tangible benefit to doing so. This might be something concrete like an item, it could be new role playing opportunities, or perhaps something else.</p></blockquote><p></p>
[QUOTE="MGibster, post: 7948330, member: 4534"] I've never been in the military but that's pretty much how my adventuring PCs act. I figure they're young, physically fit, and putting their lives on the line on a regular basis so when they return to town they're going to live like rock stars. In many RPGs, there's an incentive to scrimp and save as much as possible because they can use gold to purchase weapons, armor, spells, or other supplies that improve their changes of survival. You're asking a lot of questions here: The degree to which I care if player characters act like real people (however we define real) is dependent on the type of game I'm playing. In something fantastical, like D&D, I don't particularly care but in Call of Cthulhu I think it's kind of important. But in general, I think the best way to convince players to emulate reality is to provide them with some sort of reward. If the rules don't provide a reward for behaving in a realistic manner then the GM should provide some sort of tangible benefit to doing so. This might be something concrete like an item, it could be new role playing opportunities, or perhaps something else. [/QUOTE]
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