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<blockquote data-quote="Flamestrike" data-source="post: 6620385" data-attributes="member: 6788736"><p>I dont view interacting with the fictional world around them, coming up with plans to make tasks easier, or having motivations over and above 'kill stuff, get xp, be optimal, win' to be wasting time.</p><p></p><p>It increases immersion with the fictional world the players minds are engaged with. They see the room. They see the trap.</p><p></p><p>I've lost count of how many times I've rocked up to a new table and in my minds eys, the enironment around me is a grey blob, and it all becomes an exersize in maths. If I wanted that kind of experience I would play a very different game to a fantasy roleplaying game.</p><p></p><p>Not getting all stormwind here either. I encourage optimised characters. I just ask that they also be fleshed out personalities with realistic motivations for what they do, and be compelling characters to better interact with the world around them.</p><p></p><p></p><p></p><p>You dont need the player to do anything technical. Just to be specific. The technical skills are in the proficiency - its the planning and description of the event that helps me as the DM (and the other players) visualise the event occuring.</p><p></p><p>Think of social skills like persuasion. They might be possessed by a charismatic character and played by a socially awkward player. Im happy if the said player simply tells me the strategy he intends on using to convince the king to help the party (Player: I mention that our success in this task of ending the monster incursions will help the king with loyalty among the local peasants in the region. <strong>Me as the DM</strong> decides that this strategy will work - and further notes that unknown to the players, the King is secretly worried about an imminent revolution; accordingly I award advantage on the check).</p><p></p><p>It's as much of an art as a science. I feel a lot of 'gamist' players who rely on 'RAW' kind of miss this point (and in my view miss a big part of the tabletop roleplaying experience and immersion).</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6620385, member: 6788736"] I dont view interacting with the fictional world around them, coming up with plans to make tasks easier, or having motivations over and above 'kill stuff, get xp, be optimal, win' to be wasting time. It increases immersion with the fictional world the players minds are engaged with. They see the room. They see the trap. I've lost count of how many times I've rocked up to a new table and in my minds eys, the enironment around me is a grey blob, and it all becomes an exersize in maths. If I wanted that kind of experience I would play a very different game to a fantasy roleplaying game. Not getting all stormwind here either. I encourage optimised characters. I just ask that they also be fleshed out personalities with realistic motivations for what they do, and be compelling characters to better interact with the world around them. You dont need the player to do anything technical. Just to be specific. The technical skills are in the proficiency - its the planning and description of the event that helps me as the DM (and the other players) visualise the event occuring. Think of social skills like persuasion. They might be possessed by a charismatic character and played by a socially awkward player. Im happy if the said player simply tells me the strategy he intends on using to convince the king to help the party (Player: I mention that our success in this task of ending the monster incursions will help the king with loyalty among the local peasants in the region. [B]Me as the DM[/B] decides that this strategy will work - and further notes that unknown to the players, the King is secretly worried about an imminent revolution; accordingly I award advantage on the check). It's as much of an art as a science. I feel a lot of 'gamist' players who rely on 'RAW' kind of miss this point (and in my view miss a big part of the tabletop roleplaying experience and immersion). [/QUOTE]
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