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<blockquote data-quote="Lanefan" data-source="post: 8572678" data-attributes="member: 29398"><p>And in mixed or crossed expectations between any of the game itself, the GM, and-or the player(s).</p><p></p><p>For my own part I put faithful portrayal of character above all else and expect-hope the other players will do likewise; and if that means splitting the party or whatever then that's what's gonna happen.</p><p></p><p>This is going to be both system dependent and table dependent.</p><p></p><p>Some systems want to delve into minutae more than others e.g. a system that expects and demands that gear and encumbrance be tracked to a T vs a system that doesn't worry about these things.</p><p></p><p>For some tables the in-setting minutae<strong> is </strong>the game at least some of the time - they want to know a lot of detail about that enchanted forest they're riding through, for example, along with each day's weather and anything interesting seen or met along the way. They want to take the time to explore each hallway and search each room. Etc.</p><p></p><p>And for some, and I fall squarely into this camp, that greater level of detail is desired because it allows and encourages a greater degree of interaction with the setting - which is what I want - which can and sometimes will include left-turning e.g. in this case never getting to the strange castle because something else caught our attention on the way and we followed up on that instead.</p><p></p><p>So while I somewhat agree that an RPG should focus on the non-typical aspects of life I don't think those typical aspects should be overlooked or forgotten; nor should it be forgotten that not every player or GM is going to define typical and non-typical the same way. For example a long-time player might not care about polishing armour or riding through an enchanted forest because it's all old hat but for a new player those "typical" things might be highly engaging as they're both new and not something said player gets to do in real life.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8572678, member: 29398"] And in mixed or crossed expectations between any of the game itself, the GM, and-or the player(s). For my own part I put faithful portrayal of character above all else and expect-hope the other players will do likewise; and if that means splitting the party or whatever then that's what's gonna happen. This is going to be both system dependent and table dependent. Some systems want to delve into minutae more than others e.g. a system that expects and demands that gear and encumbrance be tracked to a T vs a system that doesn't worry about these things. For some tables the in-setting minutae[B] is [/B]the game at least some of the time - they want to know a lot of detail about that enchanted forest they're riding through, for example, along with each day's weather and anything interesting seen or met along the way. They want to take the time to explore each hallway and search each room. Etc. And for some, and I fall squarely into this camp, that greater level of detail is desired because it allows and encourages a greater degree of interaction with the setting - which is what I want - which can and sometimes will include left-turning e.g. in this case never getting to the strange castle because something else caught our attention on the way and we followed up on that instead. So while I somewhat agree that an RPG should focus on the non-typical aspects of life I don't think those typical aspects should be overlooked or forgotten; nor should it be forgotten that not every player or GM is going to define typical and non-typical the same way. For example a long-time player might not care about polishing armour or riding through an enchanted forest because it's all old hat but for a new player those "typical" things might be highly engaging as they're both new and not something said player gets to do in real life. [/QUOTE]
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