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<blockquote data-quote="Crimson Longinus" data-source="post: 9770680" data-attributes="member: 7025508"><p>I can't decide it. But it is a difference of people watching a sad scene in film or just being told "now pretend to be sad." The chances are the former will produce far more genuine feeling than the latter. And it does not need to be any specific feeling, but <em>some </em>feeling.</p><p></p><p></p><p></p><p>Mediocre GM thing was about incapability or unwillingness to portray convincing NPCs in general. Not necessarily in this specific instance.</p><p></p><p></p><p></p><p>But how can you think about it consistently if new emotional context is introduced retroactively? Also, this is a RPG, a group activity, so whilst you decide the internal state of your character, it is done as a reaction to the contributions of the other participants.</p><p></p><p></p><p></p><p>And my response was an explanation of why some people might not want to do that.</p><p></p><p></p><p></p><p>Yes, it of course if even more important in crucial decision points. But it is just that I think a lot of things work better if you spend some time establishing the context. Like if the crucial decision point is whether your character will betray their master in order to save the life of their friend, then that has far more weight and resonance if we have actually spent some time roleplaying the character's relationship with their master and their friend.</p><p></p><p>Like you do you and all that. I am just trying to explain where I'm coming from.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9770680, member: 7025508"] I can't decide it. But it is a difference of people watching a sad scene in film or just being told "now pretend to be sad." The chances are the former will produce far more genuine feeling than the latter. And it does not need to be any specific feeling, but [I]some [/I]feeling. Mediocre GM thing was about incapability or unwillingness to portray convincing NPCs in general. Not necessarily in this specific instance. But how can you think about it consistently if new emotional context is introduced retroactively? Also, this is a RPG, a group activity, so whilst you decide the internal state of your character, it is done as a reaction to the contributions of the other participants. And my response was an explanation of why some people might not want to do that. Yes, it of course if even more important in crucial decision points. But it is just that I think a lot of things work better if you spend some time establishing the context. Like if the crucial decision point is whether your character will betray their master in order to save the life of their friend, then that has far more weight and resonance if we have actually spent some time roleplaying the character's relationship with their master and their friend. Like you do you and all that. I am just trying to explain where I'm coming from. [/QUOTE]
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