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<blockquote data-quote="Immortal Sun" data-source="post: 7594595"><p>I mean, it fits in a weird way with the rest of his argument if he's got one of those really weird ultra-analytical minds that just <em>doesn't</em> emote much. If I <em>assume</em> that about him it fits with the preference for bullet-point information and the demand for situations he can analyze and respond to rationally, vs situations he reacts to emotionally.</p><p></p><p>Personally I agree that really misses a large chunk of what RPGing is all about. You're supposed to pretend to be that guy, in that spooky room, responding not to the analytical facts of the situation, but to the feeling in your gut and the tickle on the back of your neck. I'm not saying the <strong>player</strong> should be afraid, but the player should at least understand that this room may make their <em>character</em> afraid.</p><p></p><p></p><p>This was, coincidentally, exactly what I was pulling from. I ran an "outdoor" dungeon crawl for low-level characters, using tight woods and cliffs and valleys as the "walls", only for them to come across this one large open area where a town had been which only had, you guessed it, the haunted house left standing. It was quite fun, though the only actual dangerous element was, you guessed it, the mirror, which trapped viewers in a pocket dimension copy of the house, feeding on them until they died and the spirits were able to pass back and forth between "dimensions" but not leave the house.</p><p></p><p>Honestly if you just ran up and smashed the mirror, you'd defeat the whole thing. Nobody did tho.</p></blockquote><p></p>
[QUOTE="Immortal Sun, post: 7594595"] I mean, it fits in a weird way with the rest of his argument if he's got one of those really weird ultra-analytical minds that just [I]doesn't[/I] emote much. If I [I]assume[/I] that about him it fits with the preference for bullet-point information and the demand for situations he can analyze and respond to rationally, vs situations he reacts to emotionally. Personally I agree that really misses a large chunk of what RPGing is all about. You're supposed to pretend to be that guy, in that spooky room, responding not to the analytical facts of the situation, but to the feeling in your gut and the tickle on the back of your neck. I'm not saying the [B]player[/B] should be afraid, but the player should at least understand that this room may make their [I]character[/I] afraid. This was, coincidentally, exactly what I was pulling from. I ran an "outdoor" dungeon crawl for low-level characters, using tight woods and cliffs and valleys as the "walls", only for them to come across this one large open area where a town had been which only had, you guessed it, the haunted house left standing. It was quite fun, though the only actual dangerous element was, you guessed it, the mirror, which trapped viewers in a pocket dimension copy of the house, feeding on them until they died and the spirits were able to pass back and forth between "dimensions" but not leave the house. Honestly if you just ran up and smashed the mirror, you'd defeat the whole thing. Nobody did tho. [/QUOTE]
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