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Playstyle vs Mechanics
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<blockquote data-quote="hawkeyefan" data-source="post: 9529910" data-attributes="member: 6785785"><p>So this came up in a recent thread... I think the Rule Zero thread... and I suggested that you, as a creative exercise, come up with an explanation that fits your setting and the player's desire. </p><p></p><p>These things need not be mutually exclusive. Honestly, it's not even that hard if one gives it more than the moment's thought that it takes to reflexively yell "NO" and cradle the map of one's homebrew world to their chest like a dying child. </p><p></p><p></p><p></p><p>Sure, I get that. It can be a challenge. Skill level was mentioned, but I think sometimes it's more a matter of comfort level. I think one of the major factors with comfort level will often (but certainly not always) be how much has been determined beforehand. When the GM prepares the vast majority of things ahead of time with little to no input to the player, there's almost always going to be some discomfort with incorporating any ideas that may potentially conflict with that. </p><p></p><p>Not that that's the case here. You involved the players in your example... likely to help alleviate another factor that might make you less comfortable with this kind of thing. </p><p></p><p>I think the best thing is to try to work with the player to see if a way can be found. I actually find this more collaborative approach results in some really interesting play, as well as invested players, and more freedom for the players.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9529910, member: 6785785"] So this came up in a recent thread... I think the Rule Zero thread... and I suggested that you, as a creative exercise, come up with an explanation that fits your setting and the player's desire. These things need not be mutually exclusive. Honestly, it's not even that hard if one gives it more than the moment's thought that it takes to reflexively yell "NO" and cradle the map of one's homebrew world to their chest like a dying child. Sure, I get that. It can be a challenge. Skill level was mentioned, but I think sometimes it's more a matter of comfort level. I think one of the major factors with comfort level will often (but certainly not always) be how much has been determined beforehand. When the GM prepares the vast majority of things ahead of time with little to no input to the player, there's almost always going to be some discomfort with incorporating any ideas that may potentially conflict with that. Not that that's the case here. You involved the players in your example... likely to help alleviate another factor that might make you less comfortable with this kind of thing. I think the best thing is to try to work with the player to see if a way can be found. I actually find this more collaborative approach results in some really interesting play, as well as invested players, and more freedom for the players. [/QUOTE]
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