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<blockquote data-quote="mrpopstar" data-source="post: 8357700" data-attributes="member: 25352"><p>I'm inclined to push your thinking on how they don't really require the player to make any effort toward working with the Dungeon Master. The DM is the lead storyteller and referee. There is no game if players are not working with them. If you believe that 5th Edition is about rulings not rules, the statement you've made here challenges that belief.</p><p></p><p></p><p></p><p>I'm familiar enough with you to bet my life that any backstory you bring to the table already includes <strong>one</strong> ideal, <strong>one</strong> bond, and <strong>one</strong> flaw baked in. Those three characteristics provide the Dungeon Master with three threads they might pull as they weave a story that is inclusive of your character.</p><p></p><p>The soul of the matter is that these personal characteristics are story cues. They tell the truth about your character but they don't tell the whole story.</p><p></p><p></p><p></p><p>That sounds like a terrible gaming experience. I'm sorry you had to sit through that.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>I also appreciate you not reading my question as being snarky. I was fearful I didn't express myself well by asking it.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If you'll allow, inspiration as a reward for "good roleplaying" in Dungeons & Dragons has clear parameters. The most important part is that it rewards contributions that make the game more enjoyable for <u>everyone</u>. If that isn't what's happening, then I see an opportunity for a discussion about what we want out of game night.</p><p></p><p></p><p></p><p>It's about character action, not player acting, so it equally favors both descriptive and active roleplaying.</p><p></p><p></p><p></p><p>It's not a competition as the guidance is for everyone to receive inspiration roughly once per session. It's also a reward that flows freely among players.</p><p></p><p></p><p></p><p>If you've written down "I've read every book in Candlekeep" under personality trait, inspired by your high Intelligence score, what's so immersion-breaking about being rewarded anytime your character actively involves themselves in anything related to education, memory or research? You're going to do it anyway by virtue of your immersion, so what's the actual complaint?</p><p></p><p>The story has become more real and tangible by way of your character's action in the narrative, and now there's a d20 in play that you can use to thank another player for bringing more of that energy, or that you can use to help ensure that an action you'd like to contribute plays out the way you envisioned it would.</p><p></p><p>Inspiration helps us tell the stories we're inspired to tell, no?</p></blockquote><p></p>
[QUOTE="mrpopstar, post: 8357700, member: 25352"] I'm inclined to push your thinking on how they don't really require the player to make any effort toward working with the Dungeon Master. The DM is the lead storyteller and referee. There is no game if players are not working with them. If you believe that 5th Edition is about rulings not rules, the statement you've made here challenges that belief. I'm familiar enough with you to bet my life that any backstory you bring to the table already includes [B]one[/B] ideal, [B]one[/B] bond, and [B]one[/B] flaw baked in. Those three characteristics provide the Dungeon Master with three threads they might pull as they weave a story that is inclusive of your character. The soul of the matter is that these personal characteristics are story cues. They tell the truth about your character but they don't tell the whole story. That sounds like a terrible gaming experience. I'm sorry you had to sit through that. :( I also appreciate you not reading my question as being snarky. I was fearful I didn't express myself well by asking it. :) If you'll allow, inspiration as a reward for "good roleplaying" in Dungeons & Dragons has clear parameters. The most important part is that it rewards contributions that make the game more enjoyable for [U]everyone[/U]. If that isn't what's happening, then I see an opportunity for a discussion about what we want out of game night. It's about character action, not player acting, so it equally favors both descriptive and active roleplaying. It's not a competition as the guidance is for everyone to receive inspiration roughly once per session. It's also a reward that flows freely among players. If you've written down "I've read every book in Candlekeep" under personality trait, inspired by your high Intelligence score, what's so immersion-breaking about being rewarded anytime your character actively involves themselves in anything related to education, memory or research? You're going to do it anyway by virtue of your immersion, so what's the actual complaint? The story has become more real and tangible by way of your character's action in the narrative, and now there's a d20 in play that you can use to thank another player for bringing more of that energy, or that you can use to help ensure that an action you'd like to contribute plays out the way you envisioned it would. Inspiration helps us tell the stories we're inspired to tell, no? [/QUOTE]
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