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<blockquote data-quote="The Shaman" data-source="post: 2684900" data-attributes="member: 26473"><p>Actually, if that's your take, then you completely missed the point of the statement.</p><p></p><p>First, recognizing that some players are cleverer than others is not the same as giving them preferential treatment - in fact, I would say that clever players are least likely to <u>need</u> preferential treatment.</p><p></p><p>Second, you've taken my point about character abilities and interpreted it as the opposite of how those abilities are incorporated into adjudicating the game. What I expect from the players, and what I teach new players, is to 'sell' their character abilities through roleplay - that doesn't mean I penalize players who aren't as intimidating as their characters' ten ranks in Intimidate would suggest they are. You really missed the whole point of that.Where did I say that the characters would never change their minds? What I have created is a baseline for each character - a dwarf-hating wizard, a venal mercenary - with which to guide their roleplaying interactions with the adventurers.</p><p></p><p>Do players never change their characters' minds? Then why assume the GM's characters wouldn't either?</p><p></p><p>Again, please correct me if I'm wrong, but you seem to be advocating one standard for roleplaying by players and another by GMs. If that's what you're peddling, I ain't buyin'.I'm making the point that roleplaying for GMs should not be hamstrung, as you seem to be suggesting it should.As I noted in an earlier post, you're selectively ignoring the fact that I've already indicated that I do take character abilities into account.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2684900, member: 26473"] Actually, if that's your take, then you completely missed the point of the statement. First, recognizing that some players are cleverer than others is not the same as giving them preferential treatment - in fact, I would say that clever players are least likely to [U]need[/U] preferential treatment. Second, you've taken my point about character abilities and interpreted it as the opposite of how those abilities are incorporated into adjudicating the game. What I expect from the players, and what I teach new players, is to 'sell' their character abilities through roleplay - that doesn't mean I penalize players who aren't as intimidating as their characters' ten ranks in Intimidate would suggest they are. You really missed the whole point of that.Where did I say that the characters would never change their minds? What I have created is a baseline for each character - a dwarf-hating wizard, a venal mercenary - with which to guide their roleplaying interactions with the adventurers. Do players never change their characters' minds? Then why assume the GM's characters wouldn't either? Again, please correct me if I'm wrong, but you seem to be advocating one standard for roleplaying by players and another by GMs. If that's what you're peddling, I ain't buyin'.I'm making the point that roleplaying for GMs should not be hamstrung, as you seem to be suggesting it should.As I noted in an earlier post, you're selectively ignoring the fact that I've already indicated that I do take character abilities into account. [/QUOTE]
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