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Roleplaying Mechanics - The Value Test [Mechanics for Roleplaying instead of no mechanics]
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<blockquote data-quote="PerfectPathways" data-source="post: 9460135" data-attributes="member: 7046040"><p>Well, for one it actually does something innate to the system instead of relying entirely on the GM to handle everything, along with giving specifics for the player to base their choices on, so that they can make informed decisions. </p><p></p><p>It does so by having a set of Values that are defined by the player, that then have an understandable application, and tie into the system itself, via progression and enhancing the character's abilities if they're acting according to their ideals. This is primarily handled on a player baseline, rather than vague guidelines for the GM to "just hand out Inspiration...whenever you feel like it?"</p><p></p><p></p><p>Characters have a set of Values that enhance who they are, while guiding their actions mechanically - they gain XP for aligning with these ideals, or growing and changing.</p></blockquote><p></p>
[QUOTE="PerfectPathways, post: 9460135, member: 7046040"] Well, for one it actually does something innate to the system instead of relying entirely on the GM to handle everything, along with giving specifics for the player to base their choices on, so that they can make informed decisions. It does so by having a set of Values that are defined by the player, that then have an understandable application, and tie into the system itself, via progression and enhancing the character's abilities if they're acting according to their ideals. This is primarily handled on a player baseline, rather than vague guidelines for the GM to "just hand out Inspiration...whenever you feel like it?" Characters have a set of Values that enhance who they are, while guiding their actions mechanically - they gain XP for aligning with these ideals, or growing and changing. [/QUOTE]
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Roleplaying Mechanics - The Value Test [Mechanics for Roleplaying instead of no mechanics]
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