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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8499507" data-attributes="member: 82106"><p>Here's an interesting point/question. Don't things like BIFTs need to be QUESTIONED, that is to be either in doubt or have some cost, in order to mean anything? I mean, its all well and good that the paladin is lawful good, but if all he does is run into evil humanoids who are irredeemably evil and without virtue then really that lawful goodness means just about squat. At most it is a shallow characterization sort of thing where the PC shouts some LG slogan as he wades through the bad guys, right? Now, I am not sure that this needs to be MECHANICAL so much as simply a part of the practices of the game, that the GM will make the paladin PROVE that he is lawful good, and to explain what he means by it (or what he believes it means, whatever). This is dramatic play. </p><p></p><p>I don't see that this is really requiring mechanics per se though. I mean, looking at DW again, it is just a part of the way the game is supposed to work that any bond/alignment/etc. that is part of the character (and their existence is mandated) will become a focus of some GM move at some point. The mechanics do exist, on the backside, as a carrot, which is to say you get XP when you 'resolve a bond' or various other things. You could see this as more a way to provide a path for the character to evolve that engages the mechanics, and thus provides a context for changes in fiction (IE you are now level 5, you will encounter the more 'earth shaking' kinds of threats). 4e basically works the same way, but WRT Quests, and those SHOULD reflect the character's fictional agenda.</p><p></p><p>Of course nothing will guarantee people really engage with this stuff. You can make shallow DW characters, or 4e characters, and I suppose BIFTs can help make deep 5e PCs too, though IMHO they're rather lacking in process support.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8499507, member: 82106"] Here's an interesting point/question. Don't things like BIFTs need to be QUESTIONED, that is to be either in doubt or have some cost, in order to mean anything? I mean, its all well and good that the paladin is lawful good, but if all he does is run into evil humanoids who are irredeemably evil and without virtue then really that lawful goodness means just about squat. At most it is a shallow characterization sort of thing where the PC shouts some LG slogan as he wades through the bad guys, right? Now, I am not sure that this needs to be MECHANICAL so much as simply a part of the practices of the game, that the GM will make the paladin PROVE that he is lawful good, and to explain what he means by it (or what he believes it means, whatever). This is dramatic play. I don't see that this is really requiring mechanics per se though. I mean, looking at DW again, it is just a part of the way the game is supposed to work that any bond/alignment/etc. that is part of the character (and their existence is mandated) will become a focus of some GM move at some point. The mechanics do exist, on the backside, as a carrot, which is to say you get XP when you 'resolve a bond' or various other things. You could see this as more a way to provide a path for the character to evolve that engages the mechanics, and thus provides a context for changes in fiction (IE you are now level 5, you will encounter the more 'earth shaking' kinds of threats). 4e basically works the same way, but WRT Quests, and those SHOULD reflect the character's fictional agenda. Of course nothing will guarantee people really engage with this stuff. You can make shallow DW characters, or 4e characters, and I suppose BIFTs can help make deep 5e PCs too, though IMHO they're rather lacking in process support. [/QUOTE]
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