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Resisting boredom, int or wis save?
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<blockquote data-quote="Sword of Spirit" data-source="post: 7605813" data-attributes="member: 6677017"><p>I'm weird in that I actually like to inspire some of the feelings the characters might have in the players (and vice versa to an extent). For instance, I would enjoy running a very long session where the players are getting tired at the same time the characters would be getting tired and worn out. If something is supposed to be boring for the characters, I'd like to go just long enough in the real world that it hits boring for the players (and then stop), etc.</p><p></p><p>This isn't necessarily all about negative experience either, it's just easier to do those. Music is about the best way to do positive correlations, given that we don't meet in person where representative food could be brought in.</p><p></p><p>Unfortunately most players don't seem to want to make that sacrifice for method acting, so I can only clearly remember one time that I've actually done something like that. It was a D&D game and the party was at the Fortress of Disciplined Enlightenment in Mechanus--basically the center of boring bureaucracy of the planes. They were each required to fill out a long form as part of the initial processing of their reason for being there, before they could be directed further. I created a document that asked a variety of questions about their identity and background (some of which could actually provide interesting character information), and made sure to ask some of the same basic questions multiple times, just like those confounded forms you fill out at any sort of doctor's office. I wasn't trying to be mean, so I didn't create the whole document. I made a few pages, with ...'s and jumping page numbers to indicate multiple pages between each of these. I still don't think the players filled out most of the pages.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7605813, member: 6677017"] I'm weird in that I actually like to inspire some of the feelings the characters might have in the players (and vice versa to an extent). For instance, I would enjoy running a very long session where the players are getting tired at the same time the characters would be getting tired and worn out. If something is supposed to be boring for the characters, I'd like to go just long enough in the real world that it hits boring for the players (and then stop), etc. This isn't necessarily all about negative experience either, it's just easier to do those. Music is about the best way to do positive correlations, given that we don't meet in person where representative food could be brought in. Unfortunately most players don't seem to want to make that sacrifice for method acting, so I can only clearly remember one time that I've actually done something like that. It was a D&D game and the party was at the Fortress of Disciplined Enlightenment in Mechanus--basically the center of boring bureaucracy of the planes. They were each required to fill out a long form as part of the initial processing of their reason for being there, before they could be directed further. I created a document that asked a variety of questions about their identity and background (some of which could actually provide interesting character information), and made sure to ask some of the same basic questions multiple times, just like those confounded forms you fill out at any sort of doctor's office. I wasn't trying to be mean, so I didn't create the whole document. I made a few pages, with ...'s and jumping page numbers to indicate multiple pages between each of these. I still don't think the players filled out most of the pages. [/QUOTE]
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