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<blockquote data-quote="Oryan77" data-source="post: 6361338" data-attributes="member: 18701"><p>Any reason you are using two accounts to post here? Usually that is seen as a sign of a poster trying to be deceiving.</p><p></p><p>If you are telling the truth about your game mechanics, I gotta say that it seems like that would be an almost impossible game to play. And if it is played, it can't possibly be long lasting can it?</p><p></p><p>If the intent is just to focus on roleplaying, then why all the work with the power level? I just don't see the connection or the necessity. Wouldn't giving players so much power make them do the exact opposite? I'd imagine if I got to spend an unlimited amount of money for a PC with ungodly stats, I'd be itching to use those items and stats! The game is built right at the beginning to be all about hack-n-slash. As soon as some RP situations came about, all I'd be thinking about is when do I get to showcase my eyecandy next. Otherwise, all the thought put into character creation for goodies like that seems like a waste of time.</p><p></p><p>If you want roleplaying to be the focus of the game, why not do the exact opposite? Make average or below average PCs and tell the players that the game will focus more on roleplaying. It should be made clear that they should pick their battles if they choose to fight, cause they may often encounter tough NPCs and talking may benefit them more than fighting. Whenever they need some fights, then throw appropriate challenges at them for a bit and they'll get their fix. Wouldn't that save everyone, including yourself, a whole lot of trouble?</p><p></p><p>If you want them to get their taste for combat out of the way, then just run lots of combat encounters up front with normal PCs. What's the difference? I don't see how doing what you're doing changes anything. If a player is going to want to hack-n-slash, and you want to roleplay, giving him his fix in a major way in the beginning and then doing nothing but roleplaying afterwards isn't going to keep him around for the long haul any more than normal.</p><p></p><p>Especially if you say that players are hard to come by in your area. I would really be trying to tailor games to fit all of your players needs so that nobody gets bored or frustrated and then leaves. Out of curiosity, how long have your games lasted when you've used this approach?</p></blockquote><p></p>
[QUOTE="Oryan77, post: 6361338, member: 18701"] Any reason you are using two accounts to post here? Usually that is seen as a sign of a poster trying to be deceiving. If you are telling the truth about your game mechanics, I gotta say that it seems like that would be an almost impossible game to play. And if it is played, it can't possibly be long lasting can it? If the intent is just to focus on roleplaying, then why all the work with the power level? I just don't see the connection or the necessity. Wouldn't giving players so much power make them do the exact opposite? I'd imagine if I got to spend an unlimited amount of money for a PC with ungodly stats, I'd be itching to use those items and stats! The game is built right at the beginning to be all about hack-n-slash. As soon as some RP situations came about, all I'd be thinking about is when do I get to showcase my eyecandy next. Otherwise, all the thought put into character creation for goodies like that seems like a waste of time. If you want roleplaying to be the focus of the game, why not do the exact opposite? Make average or below average PCs and tell the players that the game will focus more on roleplaying. It should be made clear that they should pick their battles if they choose to fight, cause they may often encounter tough NPCs and talking may benefit them more than fighting. Whenever they need some fights, then throw appropriate challenges at them for a bit and they'll get their fix. Wouldn't that save everyone, including yourself, a whole lot of trouble? If you want them to get their taste for combat out of the way, then just run lots of combat encounters up front with normal PCs. What's the difference? I don't see how doing what you're doing changes anything. If a player is going to want to hack-n-slash, and you want to roleplay, giving him his fix in a major way in the beginning and then doing nothing but roleplaying afterwards isn't going to keep him around for the long haul any more than normal. Especially if you say that players are hard to come by in your area. I would really be trying to tailor games to fit all of your players needs so that nobody gets bored or frustrated and then leaves. Out of curiosity, how long have your games lasted when you've used this approach? [/QUOTE]
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