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Players Killing Players for stupid reason
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<blockquote data-quote="The Crimson Binome" data-source="post: 6497328" data-attributes="member: 6775031"><p>My point is just that the character exists independently from the players. There is a true version of the character, within the collective reality formed by player imagination, and someone playing that character is merely offering their own understanding of that reality. The player is a lens through which the character is viewed, or the mirror upon which the character is reflected.</p><p></p><p>The player doesn't decide what the character does. The player decides what <em>they</em> would do, if they were that character in that situation, and <em>that</em> is the best guess as to what the <em>character</em> would decide to do. I can't say that Gnoll-slayer Bill will choose to spare this one gnoll, which is indistinguishable from every other gnoll he's killed, because I can't <em>honestly</em> tell you that this is the action he would take in that situation. I am merely a lens. I can only tell you what I see.</p><p></p><p>Completely tangential to the matter at hand, I am also the one who created Gnoll-slayer Bill in the first place. Way back, before the campaign even started. I could have created him with a soft spot toward women and children, and the presence of a female or juvenile gnoll would generate internal conflict for him. Before any of his beliefs or mannerisms were introduced to the collective. I didn't, though, and now it's too late. To introduce such a character quirk after the fact, as soon as it was convenient to the plot, would be introducing bias into the system. It would be disingenuous. It would cheapen the whole world, by suggesting that it is freely mutable and nothing is real.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6497328, member: 6775031"] My point is just that the character exists independently from the players. There is a true version of the character, within the collective reality formed by player imagination, and someone playing that character is merely offering their own understanding of that reality. The player is a lens through which the character is viewed, or the mirror upon which the character is reflected. The player doesn't decide what the character does. The player decides what [I]they[/I] would do, if they were that character in that situation, and [I]that[/I] is the best guess as to what the [I]character[/I] would decide to do. I can't say that Gnoll-slayer Bill will choose to spare this one gnoll, which is indistinguishable from every other gnoll he's killed, because I can't [I]honestly[/I] tell you that this is the action he would take in that situation. I am merely a lens. I can only tell you what I see. Completely tangential to the matter at hand, I am also the one who created Gnoll-slayer Bill in the first place. Way back, before the campaign even started. I could have created him with a soft spot toward women and children, and the presence of a female or juvenile gnoll would generate internal conflict for him. Before any of his beliefs or mannerisms were introduced to the collective. I didn't, though, and now it's too late. To introduce such a character quirk after the fact, as soon as it was convenient to the plot, would be introducing bias into the system. It would be disingenuous. It would cheapen the whole world, by suggesting that it is freely mutable and nothing is real. [/QUOTE]
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