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True 20 - Who here has played it, and what was your experience?
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<blockquote data-quote="Thomas5251212" data-source="post: 3653901" data-attributes="member: 31221"><p>I assume decent GMs will try to. I also assume they'll fail fairly frequently. Given that, there are area where I simply think they should keep their hands off; generally characterization of PCs is one of those. There are some exceptions--systems with disadvantage systems usually let you opt-in on certain traits you put into the GM's hands, but there's usually enough of a variety you can avoid psychological ones if you don't agree with his view on some of those and still end up with the point-resource you need. And as I said, just to clarify again, a hero point like mechanic is a much less severe place to have it if you must than an experience system. But on the whole, I think its far better to avoid it entirely if practical.</p><p></p><p></p><p></p><p>I guess I'm not quite understanding how this is meaningfully different than doing it after the fact, unless the player can then just elect not to do it, and I'm not quite seeing why that would be a good thing if one views this process as good at all. I have to conclude something is sailing over my head here.</p><p></p><p></p><p></p><p>But again, if there's not a rules element dependent on it, its pretty much a non-issue; if the player says his character is cowardly, but he doesn't act that way from the GM's POV, it might create some dissonance in their interactions, but it doesn't really mean anything as long as the player is playing his characters as he sees fit and the GM is having NPCs react as he sees fit.</p></blockquote><p></p>
[QUOTE="Thomas5251212, post: 3653901, member: 31221"] I assume decent GMs will try to. I also assume they'll fail fairly frequently. Given that, there are area where I simply think they should keep their hands off; generally characterization of PCs is one of those. There are some exceptions--systems with disadvantage systems usually let you opt-in on certain traits you put into the GM's hands, but there's usually enough of a variety you can avoid psychological ones if you don't agree with his view on some of those and still end up with the point-resource you need. And as I said, just to clarify again, a hero point like mechanic is a much less severe place to have it if you must than an experience system. But on the whole, I think its far better to avoid it entirely if practical. I guess I'm not quite understanding how this is meaningfully different than doing it after the fact, unless the player can then just elect not to do it, and I'm not quite seeing why that would be a good thing if one views this process as good at all. I have to conclude something is sailing over my head here. But again, if there's not a rules element dependent on it, its pretty much a non-issue; if the player says his character is cowardly, but he doesn't act that way from the GM's POV, it might create some dissonance in their interactions, but it doesn't really mean anything as long as the player is playing his characters as he sees fit and the GM is having NPCs react as he sees fit. [/QUOTE]
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True 20 - Who here has played it, and what was your experience?
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