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General Tabletop Discussion
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RPGing and imagination: a fundamental point
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<blockquote data-quote="hawkeyefan" data-source="post: 9216552" data-attributes="member: 6785785"><p>I don't see what's so problematic about the word. </p><p></p><p></p><p></p><p>Right, but if we're having a discussion and I ask what can players do, aside from the thing we all know they can do... it's weird to not offer any other examples. </p><p></p><p>If I asked "Besides steering, what else does a driver have to do when driving?" it would seem very strange if you just kept going back to steering rather than bringing up braking or checking mirrors and blindspots and signaling and so on. </p><p></p><p>I'm not diminishing action declaration. I was asking for examples beyond it because when we talk about "player driven" knowing how the players can drive is relevant, and because there will be some variance from group to group. </p><p></p><p></p><p></p><p>So the level of player driven varies from game to game, or instance to instance, would you say? Some games of yours may be more player driven than others? </p><p></p><p></p><p></p><p>Because sometimes they want to know others' thoughts? Because it's a group activity and the group can just be honest with each other about their expectations or desires for the game? Because some GMs may not want them to veer too far from what's prepared? Because other players may not want the same thing? </p><p></p><p>Wouldn't it be easier to just discuss it all as participants in the game and be open and clear about it rather than trying to decipher what the action declarations of the characters meant? I understand that you want the bulk of play to be in character, but do you never actually discuss the content of the game with each other? The level of satisfaction with what's going on, any desires for how things can change or improve? </p><p></p><p></p><p></p><p>There's a lot of gray area based on how you're answering. Everything seems subject to GM approval, except if it's declared in game.</p><p></p><p>So, if Bill the player says "Hey, I'd like to establish a stronghold kind of like old school D&D" you're less likely to listen than if Bill declares that "Rolf the Fighter puts out word that he wants to establish a hold in that old fort we cleared out"? </p><p></p><p>This is one reason why making a distinction between what players do and what characters do can help in understanding. Your answer here seems to vary depending on if the player asks or if the player simply declares the action in game... which seems odd.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9216552, member: 6785785"] I don't see what's so problematic about the word. Right, but if we're having a discussion and I ask what can players do, aside from the thing we all know they can do... it's weird to not offer any other examples. If I asked "Besides steering, what else does a driver have to do when driving?" it would seem very strange if you just kept going back to steering rather than bringing up braking or checking mirrors and blindspots and signaling and so on. I'm not diminishing action declaration. I was asking for examples beyond it because when we talk about "player driven" knowing how the players can drive is relevant, and because there will be some variance from group to group. So the level of player driven varies from game to game, or instance to instance, would you say? Some games of yours may be more player driven than others? Because sometimes they want to know others' thoughts? Because it's a group activity and the group can just be honest with each other about their expectations or desires for the game? Because some GMs may not want them to veer too far from what's prepared? Because other players may not want the same thing? Wouldn't it be easier to just discuss it all as participants in the game and be open and clear about it rather than trying to decipher what the action declarations of the characters meant? I understand that you want the bulk of play to be in character, but do you never actually discuss the content of the game with each other? The level of satisfaction with what's going on, any desires for how things can change or improve? There's a lot of gray area based on how you're answering. Everything seems subject to GM approval, except if it's declared in game. So, if Bill the player says "Hey, I'd like to establish a stronghold kind of like old school D&D" you're less likely to listen than if Bill declares that "Rolf the Fighter puts out word that he wants to establish a hold in that old fort we cleared out"? This is one reason why making a distinction between what players do and what characters do can help in understanding. Your answer here seems to vary depending on if the player asks or if the player simply declares the action in game... which seems odd. [/QUOTE]
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