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<blockquote data-quote="Monayuris" data-source="post: 7978896" data-attributes="member: 6859536"><p>Specifically, I prefer as a player and as a DM a more strategic and tactical approach to game-play. </p><p></p><p>Interacting with a dungeon environment and dealing with its traps and challenges and denizens is what I prefer. Inordinate amounts of time role-playing in character and having actual spoken dialog with NPCs would cause me to lose interest.</p><p></p><p>Not to say that social interaction doesn't happen. My old B/X game that got to higher levels started developing some interesting Game of Thrones-esque political intrigue, but it is handled like a dungeon environment. </p><p></p><p>The environment isn't a literal dungeon but the social challenges are treated as such. I run it in a more descriptive and matter of factual manner.</p><p></p><p>I don't talk or act out in the voice of the various NPCs and I don't expect players to do so for their characters. That doesn't mean that each NPC can't have meaningful personality traits and feel like living beings. I just communicate such things in a different manner.</p><p></p><p>I try to make NPCs feel like living beings not by acting them out in character, but by trying to put a lot of effort and care in running them in a consistent and believable manner.</p><p></p><p></p><p>I wonder if there should be a separation between the methodology and the end goal. Do people enjoy Critical Role because of the voice acting talent displayed? Or is it because of the rich narrative and believable characters. If the latter, does the actual methodology matter?</p></blockquote><p></p>
[QUOTE="Monayuris, post: 7978896, member: 6859536"] Specifically, I prefer as a player and as a DM a more strategic and tactical approach to game-play. Interacting with a dungeon environment and dealing with its traps and challenges and denizens is what I prefer. Inordinate amounts of time role-playing in character and having actual spoken dialog with NPCs would cause me to lose interest. Not to say that social interaction doesn't happen. My old B/X game that got to higher levels started developing some interesting Game of Thrones-esque political intrigue, but it is handled like a dungeon environment. The environment isn't a literal dungeon but the social challenges are treated as such. I run it in a more descriptive and matter of factual manner. I don't talk or act out in the voice of the various NPCs and I don't expect players to do so for their characters. That doesn't mean that each NPC can't have meaningful personality traits and feel like living beings. I just communicate such things in a different manner. I try to make NPCs feel like living beings not by acting them out in character, but by trying to put a lot of effort and care in running them in a consistent and believable manner. I wonder if there should be a separation between the methodology and the end goal. Do people enjoy Critical Role because of the voice acting talent displayed? Or is it because of the rich narrative and believable characters. If the latter, does the actual methodology matter? [/QUOTE]
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