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The 5e Flaws list, my editorial changes (to correct flaws in the flaws)
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<blockquote data-quote="Jacob Lewis" data-source="post: 7377103" data-attributes="member: 6667921"><p>These are not improvements, they are straight-jackets. You are simply removing the players' ability to interpret the vague suggestions into your own personal interpretations. Good examples, but not what I would consider a needed improvement for the game.</p><p></p><p>Edit: Reading over the list again. They're not very good examples. I was just being nice. You litter strong writing with vague, weak descriptors, like "very", "sometimes", and "often". Then you include your own personal motivations, like "Because I grew up in a violent environment", or "I won't because it is considered evil". That is taking away the player's ability to define motivations for his own unique character. </p><p></p><p>For example, the one you wrote about wanting to kill to be a noble. What if the character's home was ruled by corrupt and evil senate? He knows killing one or several would only make room for others ready to take his place. It won't change anything. But to become part of that government and bring change from within...? Now that is an interesting motivation, but you can't impose it on every character. Let the players expand on the ideas. </p><p></p><p>I hope this is viewed as intended, as constructive criticism.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 7377103, member: 6667921"] These are not improvements, they are straight-jackets. You are simply removing the players' ability to interpret the vague suggestions into your own personal interpretations. Good examples, but not what I would consider a needed improvement for the game. Edit: Reading over the list again. They're not very good examples. I was just being nice. You litter strong writing with vague, weak descriptors, like "very", "sometimes", and "often". Then you include your own personal motivations, like "Because I grew up in a violent environment", or "I won't because it is considered evil". That is taking away the player's ability to define motivations for his own unique character. For example, the one you wrote about wanting to kill to be a noble. What if the character's home was ruled by corrupt and evil senate? He knows killing one or several would only make room for others ready to take his place. It won't change anything. But to become part of that government and bring change from within...? Now that is an interesting motivation, but you can't impose it on every character. Let the players expand on the ideas. I hope this is viewed as intended, as constructive criticism. [/QUOTE]
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The 5e Flaws list, my editorial changes (to correct flaws in the flaws)
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