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<blockquote data-quote="FrogReaver" data-source="post: 7631206" data-attributes="member: 6795602"><p>I think when you put it that way it's a fairly common view. For many people that's precisely roleplaying in an RPG is all about. They may not be able to put their view into words sufficiently well to answer all questions about it. I couldn't at the start of this thread. I am better at that now.</p><p></p><p></p><p></p><p>Per your definition of advocacy above it's not about advocacy at all. Establishing and maintaining a conception of the character I'm playing has nothing to do with aspiring for that character to do well. </p><p></p><p>It's something else. Something much deeper. </p><p></p><p>Consider this, I have a character with 6 int. I constantly am playing up that 6 int and putting my character in bad situations. So while I advocate for the character, for example when presented with 2 courses of action I think are equally likely for my PC I will tend to pick either the one that will be more fun for the group or the one that will be better for him. But barring that extreme case, the PC get's roleplayed in such a way that his flaws put him in bad situations without any need mechanics at all.</p><p></p><p>So getting back to the question, what is with the idea that Roleplaying in an RPG involves or requires maintaining character conception? IMO that character conception is how I as a player know what I'm roleplaying. That's not saying every detail of my character concept is worked out at the start of the game. Some of my character conception is emergent and evolves with the game as well. But without that character conception I have no idea what I'm actually trying to roleplay. That's why it's so important to roleplaying in an RPG.</p><p></p><p>So if something forces my character to do something that doesn't line up with my conception, it ends up being a startling realization that the character concept that I was trying to roleplay doesn't actually exist in this game.</p><p></p><p></p><p></p><p>In Conan's case both things would be intergral to the Conan character concept. If the GM managed to force Conan to do something that the player envisioned the Conan character wouldn't do then the GM just broke that player's character concept - which brings with it a startling realization that the character you thought you were playing doesn't actually exist.</p><p></p><p></p><p></p><p>I don't think so. RPG mechanics exist for a few reasons (of which testing a player's conception of his/her PC isn't one). The closest reason to your suggested feature is to resolve uncertainty - which is not directly related to testing the player's conception of his/her PC. </p><p></p><p></p><p></p><p>If the goal isn't to test a players concept of their PC (as I believe that would make a strange reason for a mechanic in an RPG) but rather to resolve uncertainty then the principled ground is: "there is no uncertainty in how my PC reacts to the maidens wink, he ignores her because a woman that easy isn't worth his time".</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7631206, member: 6795602"] I think when you put it that way it's a fairly common view. For many people that's precisely roleplaying in an RPG is all about. They may not be able to put their view into words sufficiently well to answer all questions about it. I couldn't at the start of this thread. I am better at that now. Per your definition of advocacy above it's not about advocacy at all. Establishing and maintaining a conception of the character I'm playing has nothing to do with aspiring for that character to do well. It's something else. Something much deeper. Consider this, I have a character with 6 int. I constantly am playing up that 6 int and putting my character in bad situations. So while I advocate for the character, for example when presented with 2 courses of action I think are equally likely for my PC I will tend to pick either the one that will be more fun for the group or the one that will be better for him. But barring that extreme case, the PC get's roleplayed in such a way that his flaws put him in bad situations without any need mechanics at all. So getting back to the question, what is with the idea that Roleplaying in an RPG involves or requires maintaining character conception? IMO that character conception is how I as a player know what I'm roleplaying. That's not saying every detail of my character concept is worked out at the start of the game. Some of my character conception is emergent and evolves with the game as well. But without that character conception I have no idea what I'm actually trying to roleplay. That's why it's so important to roleplaying in an RPG. So if something forces my character to do something that doesn't line up with my conception, it ends up being a startling realization that the character concept that I was trying to roleplay doesn't actually exist in this game. In Conan's case both things would be intergral to the Conan character concept. If the GM managed to force Conan to do something that the player envisioned the Conan character wouldn't do then the GM just broke that player's character concept - which brings with it a startling realization that the character you thought you were playing doesn't actually exist. I don't think so. RPG mechanics exist for a few reasons (of which testing a player's conception of his/her PC isn't one). The closest reason to your suggested feature is to resolve uncertainty - which is not directly related to testing the player's conception of his/her PC. If the goal isn't to test a players concept of their PC (as I believe that would make a strange reason for a mechanic in an RPG) but rather to resolve uncertainty then the principled ground is: "there is no uncertainty in how my PC reacts to the maidens wink, he ignores her because a woman that easy isn't worth his time". [/QUOTE]
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