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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Scott Christian" data-source="post: 8006709" data-attributes="member: 6901101"><p>In the end, I think we can all agree it is about being respectful to other players. Players should allow other players to shine. That is <s>how</s> the entire infrastructure of character building. This guy is good at traps. This guy can take a lot of damage. This gal can deal massive damage. This gal can convince anyone of anything.</p><p></p><p>The issue is that some of these "shine" moments take longer than another. I always felt like that was one of the reasons for the shift of D&D's thief/rogue. The old rogue's shiny moments, even if plentifully added by the DM, are quick. The social part often takes a long time, as does combat. Sometimes, a player just needs to be patient. That, or find other solutions, such as split the party, involve yourself in the negotiations but as a side player, or add serious or funny commentary out of game. But, to always be the "talk is boring" or "this is taking too long" Leroy Jenkins of the group, is really just not allowing the other players to shine.</p><p></p><p>I mean, how many of you here have built a character specifically for a skill set? I have a drow arcane trickster/rogue now, who is almost 100% diplomat. All his skills. All his spells. And all his backstory revolve around that. If there was someone constantly ruining my diplomatic moments I would wonder why? It would be the same as if in every fight I tried to get the creature to run away or tried to convince the group not to fight. I am pretty sure the group would wonder why.</p><p></p><p>In short, it's a give and take style game. Almost all RPG's are.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8006709, member: 6901101"] In the end, I think we can all agree it is about being respectful to other players. Players should allow other players to shine. That is [S]how[/S] the entire infrastructure of character building. This guy is good at traps. This guy can take a lot of damage. This gal can deal massive damage. This gal can convince anyone of anything. The issue is that some of these "shine" moments take longer than another. I always felt like that was one of the reasons for the shift of D&D's thief/rogue. The old rogue's shiny moments, even if plentifully added by the DM, are quick. The social part often takes a long time, as does combat. Sometimes, a player just needs to be patient. That, or find other solutions, such as split the party, involve yourself in the negotiations but as a side player, or add serious or funny commentary out of game. But, to always be the "talk is boring" or "this is taking too long" Leroy Jenkins of the group, is really just not allowing the other players to shine. I mean, how many of you here have built a character specifically for a skill set? I have a drow arcane trickster/rogue now, who is almost 100% diplomat. All his skills. All his spells. And all his backstory revolve around that. If there was someone constantly ruining my diplomatic moments I would wonder why? It would be the same as if in every fight I tried to get the creature to run away or tried to convince the group not to fight. I am pretty sure the group would wonder why. In short, it's a give and take style game. Almost all RPG's are. [/QUOTE]
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