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<blockquote data-quote="Crimson Longinus" data-source="post: 9770475" data-attributes="member: 7025508"><p>I don't think I have gone into much detail about how much time I expect to spend on this beyond "some."</p><p></p><p></p><p></p><p>Yes. But then they will care, so there is no problem. And it is not necessarily about whether the characters accept the quest at all, it is about giving<em> emotional context</em> which will inform their attitude towards it. Is this personal or just a job? Stuff like that. </p><p></p><p></p><p></p><p>And this is purely mercenary motivation, and I agree there is no pressing need to roleplay to establish such. But if it is something more personal, then I think some roleplay will definitely enhance it. And I think it is usually better if the characters have motivations beyond XP and gold. </p><p></p><p></p><p></p><p>I did not say it is necessary. I said there are very good reasons for doing it that way. </p><p></p><p></p><p></p><p>Then I don't really see how you are immersing in the viewpoint of your character. Yes, people's feelings can change, but here the timeline of that change is messed up due the flashback. In fiction the character was moved by the king's distress before they arrived to the dungeon, so they felt that way from the get go. But the player <em>didn't even know that</em> then, only later due the flashback, so they could not immerse into that or roleplay that. </p><p></p><p>To me the things you say indicate third person thinking outside of the character, where we are looking and shaping the narrative from the outside. It doesn't really make sense when we are in the first person trying to feel like being the character. Nothing wrong with that, but personally I endeavour to do and support the latter. </p><p></p><p></p><p></p><p>It will elicit some response. Though as I am good at portraying NPCs and I know my players and their characters, I certainly can anticipate with some confidence what sort of reaction given performance will elicit. </p><p></p><p></p><p></p><p>I just do not really get the whole "skip the RP and get to the good stuff" attitude. The RP is the good stuff! And yeah, RPGs have other elements too, and it is more interesting if you vary things, but it just felt fundamentally wrong to me to describe such interactions somewhat pointless or inconsequential. They are not, they are the heart and soul of the game. Doesn't mean you could never start with action and have RP to establish the emotional context later, but then I'd definitely prefer it to go in that order in the world too. Like if the PCs arrive at "the adventure site" on purely mercenary reasons, but once there encounter people affected by the situation and then it becomes more personal.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9770475, member: 7025508"] I don't think I have gone into much detail about how much time I expect to spend on this beyond "some." Yes. But then they will care, so there is no problem. And it is not necessarily about whether the characters accept the quest at all, it is about giving[I] emotional context[/I] which will inform their attitude towards it. Is this personal or just a job? Stuff like that. And this is purely mercenary motivation, and I agree there is no pressing need to roleplay to establish such. But if it is something more personal, then I think some roleplay will definitely enhance it. And I think it is usually better if the characters have motivations beyond XP and gold. I did not say it is necessary. I said there are very good reasons for doing it that way. Then I don't really see how you are immersing in the viewpoint of your character. Yes, people's feelings can change, but here the timeline of that change is messed up due the flashback. In fiction the character was moved by the king's distress before they arrived to the dungeon, so they felt that way from the get go. But the player [I]didn't even know that[/I] then, only later due the flashback, so they could not immerse into that or roleplay that. To me the things you say indicate third person thinking outside of the character, where we are looking and shaping the narrative from the outside. It doesn't really make sense when we are in the first person trying to feel like being the character. Nothing wrong with that, but personally I endeavour to do and support the latter. It will elicit some response. Though as I am good at portraying NPCs and I know my players and their characters, I certainly can anticipate with some confidence what sort of reaction given performance will elicit. I just do not really get the whole "skip the RP and get to the good stuff" attitude. The RP is the good stuff! And yeah, RPGs have other elements too, and it is more interesting if you vary things, but it just felt fundamentally wrong to me to describe such interactions somewhat pointless or inconsequential. They are not, they are the heart and soul of the game. Doesn't mean you could never start with action and have RP to establish the emotional context later, but then I'd definitely prefer it to go in that order in the world too. Like if the PCs arrive at "the adventure site" on purely mercenary reasons, but once there encounter people affected by the situation and then it becomes more personal. [/QUOTE]
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