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<blockquote data-quote="bargle0" data-source="post: 5665322" data-attributes="member: 76212"><p>Do you allow for a Point B', Point C, Point M, Point Z, secret Point Aleph Null, plus everything in between? I love it when players surprise me. Even if it means using the dungeon to start a lumber concern or something crazy like that.</p><p></p><p>In organized role-play situations, I find that people are less inclined to get in character. Mostly, this is because the end-points are pre-determined: as long as all the combats and skill challenges are completed successfully, how they play their character makes no difference. That is, there is an ordained Point A and Point B. Sometimes there's a Point B', which is nice, but it still limits the effect of player choice.</p><p></p><p>Here's an anecdote:</p><p></p><p>Right now I'm running an LFR-compatible home game that is a prequel for the Netherese conquest of Spellgard. It's constructed from various modules that involve the Netherese or the Church of Shar. I have a player who wants to betray the rest of the party to the Netherese. Aside from the backstabbing, which some players won't like no matter what, there is no real way for me to satisfy his RP goals without completely going off the rails. In a free home game with no pre-determined Point B, I can get him there and wonderful things can happen. As it is, with the LFR modules and rules being what they are, he'll probably have to retire that character pretty soon.</p><p></p><p>Obviously things are a little more liberated in a home game, since there are no real rules regarding interactions between players. However, if the DM has a pre-determined Point B in mind, it might discourage players from doing what they really want with their characters.</p><p></p><p>So, I think we're asking the wrong question here. It shouldn't be, "How do I reward role-play". Instead, we should ask, "How do I encourage role-play". The answer is to empower players: make their choices matter. In my opinion, this is what gets people role playing more than anything else. It's also what differentiates table-top role-play from CRPGs. A CRPG can have a network of decision points and end points, but it's still a very finite thing. By and large, if the developers did not plan for players to do something, it can't happen except entirely by accident.</p><p></p><p>On the other hand, the table top DM can let the players start their lumber export business even if that was never the DMs intent. If the players want, they can start using the portal in the dungeon for transporting fine old-growth lumber to the far-away merchants of opulent Shangri-La. And it will be awesome.</p><p></p><p>NB: Why am I running an LFR game? My players like to feel like they have something at the end of a game. In this case, it means they'll have legal LFR characters that they can take to game days and conventions. It's a deal I have to make to get their attention. Ironically, it's the guy who suddenly wants to betray the party who usually objects the loudest to anything but LFR sessions. Maybe I'll get them on board for a liberated home-game when this arc is complete.</p></blockquote><p></p>
[QUOTE="bargle0, post: 5665322, member: 76212"] Do you allow for a Point B', Point C, Point M, Point Z, secret Point Aleph Null, plus everything in between? I love it when players surprise me. Even if it means using the dungeon to start a lumber concern or something crazy like that. In organized role-play situations, I find that people are less inclined to get in character. Mostly, this is because the end-points are pre-determined: as long as all the combats and skill challenges are completed successfully, how they play their character makes no difference. That is, there is an ordained Point A and Point B. Sometimes there's a Point B', which is nice, but it still limits the effect of player choice. Here's an anecdote: Right now I'm running an LFR-compatible home game that is a prequel for the Netherese conquest of Spellgard. It's constructed from various modules that involve the Netherese or the Church of Shar. I have a player who wants to betray the rest of the party to the Netherese. Aside from the backstabbing, which some players won't like no matter what, there is no real way for me to satisfy his RP goals without completely going off the rails. In a free home game with no pre-determined Point B, I can get him there and wonderful things can happen. As it is, with the LFR modules and rules being what they are, he'll probably have to retire that character pretty soon. Obviously things are a little more liberated in a home game, since there are no real rules regarding interactions between players. However, if the DM has a pre-determined Point B in mind, it might discourage players from doing what they really want with their characters. So, I think we're asking the wrong question here. It shouldn't be, "How do I reward role-play". Instead, we should ask, "How do I encourage role-play". The answer is to empower players: make their choices matter. In my opinion, this is what gets people role playing more than anything else. It's also what differentiates table-top role-play from CRPGs. A CRPG can have a network of decision points and end points, but it's still a very finite thing. By and large, if the developers did not plan for players to do something, it can't happen except entirely by accident. On the other hand, the table top DM can let the players start their lumber export business even if that was never the DMs intent. If the players want, they can start using the portal in the dungeon for transporting fine old-growth lumber to the far-away merchants of opulent Shangri-La. And it will be awesome. NB: Why am I running an LFR game? My players like to feel like they have something at the end of a game. In this case, it means they'll have legal LFR characters that they can take to game days and conventions. It's a deal I have to make to get their attention. Ironically, it's the guy who suddenly wants to betray the party who usually objects the loudest to anything but LFR sessions. Maybe I'll get them on board for a liberated home-game when this arc is complete. [/QUOTE]
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