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Role playing to the detriment of the game
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<blockquote data-quote="Orryn Emrys" data-source="post: 4469290" data-attributes="member: 6799"><p><strong>Roleplaying Etiquette</strong></p><p></p><p>A strange concept for the purists, I admit. And I submit to you that my personal experiences have provided a great deal of perspective on the matter. I have several purists, hardcore roleplayers who would certainly be offended by any expectation that would require them to compromise their characters' personalities and/or behavioral tendencies for metagame scenarios, amongst my players. Learning how to work with such players has been a challenging and ultimately very rewarding experience for me as a Dungeon Master, and I consequentially strive to run a game that challenges and rewards their focus on character depth.</p><p></p><p>That being said, there are a couple of priorities which absolutely must be enforced to make such a game feasible. One is a matter of simply clarifying certain expectations at my gaming table. If you play in my game, it is expected that you will strive to enjoy the game and help provide, and more importantly try <em>never</em> to prohibit, the enjoyment of the game by everyone involved. This isn't always as simple as it sounds, but as long as you make the fun of the game a clear priority, and learn to enjoy the experience as a group, it becomes a fairly self-perpetuating expectation.</p><p></p><p>The second represents a sort of loose contract between the roleplayers and the game master. I will do everything I can to facilitate the viability of roleplaying a character in the manner that you desire, but I expect you in turn to help me find ways to integrate your needs into the campaigns. I enjoy the way my players react to the fact that I can read their characters so well and often predict their actions in response to the stimuli I provide, but I have been known to approach a player between sessions and ask for their advice on how best to deal with a peculiarity that's cropped up that may interfere with the character's involvement in the plot.</p><p></p><p>In short, the "line" is definitely there, but I don't think it has to be a question of roleplaying purity. All of the problems presented by the OP could have been addressed and/or avoided by simply creating an understanding between the player(s) and the GM, without ever comprosing the realistic reactions and involvement of their characters.</p></blockquote><p></p>
[QUOTE="Orryn Emrys, post: 4469290, member: 6799"] [b]Roleplaying Etiquette[/b] A strange concept for the purists, I admit. And I submit to you that my personal experiences have provided a great deal of perspective on the matter. I have several purists, hardcore roleplayers who would certainly be offended by any expectation that would require them to compromise their characters' personalities and/or behavioral tendencies for metagame scenarios, amongst my players. Learning how to work with such players has been a challenging and ultimately very rewarding experience for me as a Dungeon Master, and I consequentially strive to run a game that challenges and rewards their focus on character depth. That being said, there are a couple of priorities which absolutely must be enforced to make such a game feasible. One is a matter of simply clarifying certain expectations at my gaming table. If you play in my game, it is expected that you will strive to enjoy the game and help provide, and more importantly try [i]never[/i] to prohibit, the enjoyment of the game by everyone involved. This isn't always as simple as it sounds, but as long as you make the fun of the game a clear priority, and learn to enjoy the experience as a group, it becomes a fairly self-perpetuating expectation. The second represents a sort of loose contract between the roleplayers and the game master. I will do everything I can to facilitate the viability of roleplaying a character in the manner that you desire, but I expect you in turn to help me find ways to integrate your needs into the campaigns. I enjoy the way my players react to the fact that I can read their characters so well and often predict their actions in response to the stimuli I provide, but I have been known to approach a player between sessions and ask for their advice on how best to deal with a peculiarity that's cropped up that may interfere with the character's involvement in the plot. In short, the "line" is definitely there, but I don't think it has to be a question of roleplaying purity. All of the problems presented by the OP could have been addressed and/or avoided by simply creating an understanding between the player(s) and the GM, without ever comprosing the realistic reactions and involvement of their characters. [/QUOTE]
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