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<blockquote data-quote="bloodtide" data-source="post: 9749316" data-attributes="member: 6684958"><p>The way I do this in my game is to simply ask the player: "What would distract your character if your character was the guard?"</p><p></p><p>Plenty of players will answer "Nothing! My Character is Impossible to Distract Ever!". When given this answer, this closes the question of that PC ever being able to take any action with out a direct in-the-rules mechanical element. I'll simply give the answer back of "nothing". So if the PC tosses a rock, my response would be "nothing distracts the guard ever".</p><p></p><p>If the player is willing to Role Play(the acting kind) their character, and not be Metagame Perfect, I will ask the player for three things that would distract their PC guard. A role playing(acting kind) of player will already have a write up of their characters personality. This will include things like flaws, weaknesses, vices, likes and obsessions. So this type of player won't have too much of a problem giving me three things that would distract their PC. This forms a nice baseline of what "will work" in the game.</p><p></p><p>Of course, I run a tight game. So I will "check" a players Role Playing(the acting kind) often, just through normal game play. And if the player refuses to Role Play(acting), or always wants to say "everything is always and exception", then I will bump them fast down to the "nothing ever works" spot.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9749316, member: 6684958"] The way I do this in my game is to simply ask the player: "What would distract your character if your character was the guard?" Plenty of players will answer "Nothing! My Character is Impossible to Distract Ever!". When given this answer, this closes the question of that PC ever being able to take any action with out a direct in-the-rules mechanical element. I'll simply give the answer back of "nothing". So if the PC tosses a rock, my response would be "nothing distracts the guard ever". If the player is willing to Role Play(the acting kind) their character, and not be Metagame Perfect, I will ask the player for three things that would distract their PC guard. A role playing(acting kind) of player will already have a write up of their characters personality. This will include things like flaws, weaknesses, vices, likes and obsessions. So this type of player won't have too much of a problem giving me three things that would distract their PC. This forms a nice baseline of what "will work" in the game. Of course, I run a tight game. So I will "check" a players Role Playing(the acting kind) often, just through normal game play. And if the player refuses to Role Play(acting), or always wants to say "everything is always and exception", then I will bump them fast down to the "nothing ever works" spot. [/QUOTE]
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