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<blockquote data-quote="Guest 6801328" data-source="post: 7633072"><p>Ok, fair enough.</p><p></p><p>But even if you don't force players to roleplay a certain way, your language suggests you still make value judgments about the choices they do make. I would propose thinking deeply about what purpose that serves.</p><p></p><p>It's kind of like the metagaming discussion, where some people think it's "wrong" or "cheating" to metagame. Others (myself included) say that for GMs who care about it, it's their own fault for putting the players into that situation. (E.g., don't use official monsters if you don't want them to know the monster's special abilities.)</p><p></p><p>If you don't approve of a noble knight torturing captives, have consequences. The player just proved they find it hard to resist certain benefits (such as acquiring information). Great! That's a totally valid flaw for a knight, and (I think) more narratively interesting than the incorruptible goody two-shoes. Keep tempting them with similar bait, with steadily increasing consequences in the game. But also reward them if they refuse the bait.</p><p></p><p>If there are no consequences, don't blame the player. </p><p></p><p>And if you want to play with people who think it's fun to rigidly abide by their predefined personality, find those kinds of players.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7633072"] Ok, fair enough. But even if you don't force players to roleplay a certain way, your language suggests you still make value judgments about the choices they do make. I would propose thinking deeply about what purpose that serves. It's kind of like the metagaming discussion, where some people think it's "wrong" or "cheating" to metagame. Others (myself included) say that for GMs who care about it, it's their own fault for putting the players into that situation. (E.g., don't use official monsters if you don't want them to know the monster's special abilities.) If you don't approve of a noble knight torturing captives, have consequences. The player just proved they find it hard to resist certain benefits (such as acquiring information). Great! That's a totally valid flaw for a knight, and (I think) more narratively interesting than the incorruptible goody two-shoes. Keep tempting them with similar bait, with steadily increasing consequences in the game. But also reward them if they refuse the bait. If there are no consequences, don't blame the player. And if you want to play with people who think it's fun to rigidly abide by their predefined personality, find those kinds of players. [/QUOTE]
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