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Realistic Consequences vs Gameplay
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<blockquote data-quote="Lanefan" data-source="post: 8013938" data-attributes="member: 29398"><p>I'm not quite so sure.</p><p></p><p>I say this after years and years of watching a few of our players in our generally-challenge-based games play their characters in a way that by your description seems closer to what those character-based games end up with: the full gamut of emotional and mental* responses to what the fiction presents them with. It all comes from the player, mind; but the game system neither fights it nor forbids it...in fact, the system kind of ignores it, which makes things nice and simple. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>* - the system itself kind of takes care of physical responses.</p><p></p><p>><em>raised eyebrow</em>< Doom Metal OSR game? How the feldecarb does that work?</p><p></p><p>Tell me more! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Taken at face value this says you'd be annoyed were someone to play an all-emotion character in a challenge-based game...which seems odd.</p><p></p><p>The way I see it, we sit down to play a game and we're playing that game; but the game isn't (and shouldn't have to be) necessarily the same to each of us, and assuming that game is flexible enough it falls to each of us to make what we can of it and-or what we want of it.</p><p></p><p>And yes that means you might have the hard-core tactician and the full-immersion roleplayer at the same table playing the same game. My view there is if the system in use can't at least try to handle both at once the blame lies with the system, not the players.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8013938, member: 29398"] I'm not quite so sure. I say this after years and years of watching a few of our players in our generally-challenge-based games play their characters in a way that by your description seems closer to what those character-based games end up with: the full gamut of emotional and mental* responses to what the fiction presents them with. It all comes from the player, mind; but the game system neither fights it nor forbids it...in fact, the system kind of ignores it, which makes things nice and simple. :) * - the system itself kind of takes care of physical responses. >[I]raised eyebrow[/I]< Doom Metal OSR game? How the feldecarb does that work? Tell me more! :) Taken at face value this says you'd be annoyed were someone to play an all-emotion character in a challenge-based game...which seems odd. The way I see it, we sit down to play a game and we're playing that game; but the game isn't (and shouldn't have to be) necessarily the same to each of us, and assuming that game is flexible enough it falls to each of us to make what we can of it and-or what we want of it. And yes that means you might have the hard-core tactician and the full-immersion roleplayer at the same table playing the same game. My view there is if the system in use can't at least try to handle both at once the blame lies with the system, not the players. [/QUOTE]
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