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*TTRPGs General
RPGing and imagination: a fundamental point
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<blockquote data-quote="Thomas Shey" data-source="post: 9216524" data-attributes="member: 7026617"><p>I suspect some of the question is whether they'd be "permitted" to do so; if the campaign was ship-centric, in some games doing that would be considered bad form at best.</p><p></p><p>(A possibly relevant side story: I ran a campaign for a the one of my two groups of players a few years back in the Morrow Project setting, but using another system. The Morrow Project is a mix of wandering around in the post-apocalyptic America and, essentially, helping people get on their feet, dealing with problem issues along the way. The default is to be focused more on the latter than the former (which is most primarily a job for specialty teams than the generic ones) At one point the players started to lean into former more than the latter, and I was pretty blunt that they really should have told me if they wanted to focus on that at the start of the campaign so A) They had a proper team/character group for the job and B) I'd have used a system that gave me more tools for the job to run it in that area. I wouldn't have actively forced them to do otherwise, but I did discourage it because there was going to be a lot of using a wrench for a hammer both in terms of the character group (the driver and the combat specialist were going to spend a lot of time twiddling their thumbs for example) and system (I was going to have to cobble together a lot of rules to handle what they were trying to do in relatively short order and not have a lot of time to think them through). This was all the more ironic since they'd avoided a different campaign that would have been more focused on that sort of thing from the get-go).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9216524, member: 7026617"] I suspect some of the question is whether they'd be "permitted" to do so; if the campaign was ship-centric, in some games doing that would be considered bad form at best. (A possibly relevant side story: I ran a campaign for a the one of my two groups of players a few years back in the Morrow Project setting, but using another system. The Morrow Project is a mix of wandering around in the post-apocalyptic America and, essentially, helping people get on their feet, dealing with problem issues along the way. The default is to be focused more on the latter than the former (which is most primarily a job for specialty teams than the generic ones) At one point the players started to lean into former more than the latter, and I was pretty blunt that they really should have told me if they wanted to focus on that at the start of the campaign so A) They had a proper team/character group for the job and B) I'd have used a system that gave me more tools for the job to run it in that area. I wouldn't have actively forced them to do otherwise, but I did discourage it because there was going to be a lot of using a wrench for a hammer both in terms of the character group (the driver and the combat specialist were going to spend a lot of time twiddling their thumbs for example) and system (I was going to have to cobble together a lot of rules to handle what they were trying to do in relatively short order and not have a lot of time to think them through). This was all the more ironic since they'd avoided a different campaign that would have been more focused on that sort of thing from the get-go). [/QUOTE]
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