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<blockquote data-quote="Crimson Longinus" data-source="post: 9769230" data-attributes="member: 7025508"><p>Then, in my opinion, they can never be more than mediocre GM at best. It is such a crucial aspect of the GM that I do not think you can neglect it.</p><p></p><p></p><p></p><p>For reason to have real emotional weight, it need to be backed by something. It is unlikely that this can be done in a sentence.</p><p></p><p>And I am not saying you can never summarise things, for expediency you sometimes need to. The backstory of a big adventure is not where I would do it though, it is too important. I just strongly feel that emotional connections with NPCs tend to be better if they are actually played at least somewhat. It simply is differnt for the GM to say "your old friend Idris is in peril," and this to be the first time we hear of Idris, than Idris to be an actual NPC that has been encountered and interacted several times previously. Yes, players can <em>pretend </em>to care about Idris either way, but in the latter case they are far more likely to genuinely care.</p><p></p><p></p><p></p><p>GM should not prepare adventures that the PCs do not care about and then expect players to play through them. And of course the players tend to be willing to go along in such situations, you just need to give them some somewhat adequately presented reasons and they are likely to be willing to be persuaded by some of them. It is like in improv acting, being willing to go with the flow, but there still needs to be some input from the GM the players can react to.</p><p></p><p></p><p></p><p>It is established, in a sense that the player, as playing the character feels <em>in some way</em> about the situation they are in. If you later introduce additional emotional context, that feeling is likely to change. But as it is a flashback, then logically they should have felt that way from the get go. Like if I first played my character as having more callous and mercenary attitude about the quest, but then was really moved by the king's plight in the flashback scene (and the other characters were there to see it) then my feelings and behaviour in the beginning of the game were inconsistent with this.</p><p></p><p></p><p></p><p>It means fully, as in fully roleplayed rather than just discussed OOC. I did not mean "proper" as opposed to "improper" or "wrong."</p><p></p><p></p><p></p><p>Well, there of course can be different preferences, but I think it is a bit weird to not want to roleplay characters and NPCs in a roleplaying game. To me that is the literal core of the activity, the reason why I am doing it, and if it is not happening, then I really do not want to participate.</p><p></p><p>But if that's not why you play, what is then? What is is you feel is the important part of the game?</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9769230, member: 7025508"] Then, in my opinion, they can never be more than mediocre GM at best. It is such a crucial aspect of the GM that I do not think you can neglect it. For reason to have real emotional weight, it need to be backed by something. It is unlikely that this can be done in a sentence. And I am not saying you can never summarise things, for expediency you sometimes need to. The backstory of a big adventure is not where I would do it though, it is too important. I just strongly feel that emotional connections with NPCs tend to be better if they are actually played at least somewhat. It simply is differnt for the GM to say "your old friend Idris is in peril," and this to be the first time we hear of Idris, than Idris to be an actual NPC that has been encountered and interacted several times previously. Yes, players can [I]pretend [/I]to care about Idris either way, but in the latter case they are far more likely to genuinely care. GM should not prepare adventures that the PCs do not care about and then expect players to play through them. And of course the players tend to be willing to go along in such situations, you just need to give them some somewhat adequately presented reasons and they are likely to be willing to be persuaded by some of them. It is like in improv acting, being willing to go with the flow, but there still needs to be some input from the GM the players can react to. It is established, in a sense that the player, as playing the character feels [I]in some way[/I] about the situation they are in. If you later introduce additional emotional context, that feeling is likely to change. But as it is a flashback, then logically they should have felt that way from the get go. Like if I first played my character as having more callous and mercenary attitude about the quest, but then was really moved by the king's plight in the flashback scene (and the other characters were there to see it) then my feelings and behaviour in the beginning of the game were inconsistent with this. It means fully, as in fully roleplayed rather than just discussed OOC. I did not mean "proper" as opposed to "improper" or "wrong." Well, there of course can be different preferences, but I think it is a bit weird to not want to roleplay characters and NPCs in a roleplaying game. To me that is the literal core of the activity, the reason why I am doing it, and if it is not happening, then I really do not want to participate. But if that's not why you play, what is then? What is is you feel is the important part of the game? [/QUOTE]
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