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*Pathfinder & Starfinder
Power Gaming vs Role Playing
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<blockquote data-quote="Lylandra" data-source="post: 7000087" data-attributes="member: 6816692"><p>I agree that it depends on the system and I guess [MENTION=6777214]Grandvizier[/MENTION] in his OP specifically meant systems which don't provide mechanical benefits for roleplaying. </p><p></p><p>For systems which do the latter, I'm a bit torn. I generally like the idea of giving "Power Gamers" (or any player in that matter) a reason to heavily invest in roleplaying their character. I also like the idea that such systems provide a mechanical pedestral for those players who like to roleplay a lot but are not too good when it comes to character building. But those "system-based benefits" are extrinsic motivations for ropleplaying, other than the intrinsic value of feeling good and having fun while portraying a memorable character. </p><p>Coming from an education background, extrinsic motivators (like making a trip to Disneyland for getting good grades) do work to achieve a certain set of behaviours, but they can diminish the overall enjoyment of a task (i.e. learning about physics).</p><p></p><p>However, for my own group the reason why giving mechanical rewards for good roleplay, connecting with your bonds, playing your flaws etc. doesn't work too well is because I'd have to hand them out <em>all the time</em>. Literally. Because they have just too much fun roleplaying their charactres. And as my players are already good character builders on top of that, overwhelming them with "luck dice" or other benefits (we play PF, so no inspiration per se) would make it even harder for me to challenge them mechanically.</p></blockquote><p></p>
[QUOTE="Lylandra, post: 7000087, member: 6816692"] I agree that it depends on the system and I guess [MENTION=6777214]Grandvizier[/MENTION] in his OP specifically meant systems which don't provide mechanical benefits for roleplaying. For systems which do the latter, I'm a bit torn. I generally like the idea of giving "Power Gamers" (or any player in that matter) a reason to heavily invest in roleplaying their character. I also like the idea that such systems provide a mechanical pedestral for those players who like to roleplay a lot but are not too good when it comes to character building. But those "system-based benefits" are extrinsic motivations for ropleplaying, other than the intrinsic value of feeling good and having fun while portraying a memorable character. Coming from an education background, extrinsic motivators (like making a trip to Disneyland for getting good grades) do work to achieve a certain set of behaviours, but they can diminish the overall enjoyment of a task (i.e. learning about physics). However, for my own group the reason why giving mechanical rewards for good roleplay, connecting with your bonds, playing your flaws etc. doesn't work too well is because I'd have to hand them out [I]all the time[/I]. Literally. Because they have just too much fun roleplaying their charactres. And as my players are already good character builders on top of that, overwhelming them with "luck dice" or other benefits (we play PF, so no inspiration per se) would make it even harder for me to challenge them mechanically. [/QUOTE]
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