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<blockquote data-quote="Charlaquin" data-source="post: 8480683" data-attributes="member: 6779196"><p>Oof. Yeah, I’m primarily inattentive too, though definitely not as severely from the sound of it. Obviously everyone’s experience is unique and you know your own abilities best, but I do think you’re overestimating the sort of demand this style of play places on memory. Like, if the DM is doing their job, you’ll be given the information you need to be able to make a decision right in the moment. Maybe you don’t remember that the DM often uses nervous fidgeting to telegraph deception (<em>if</em> they do that - and as an aside, I agree that would make me quite uncomfortable as someone who unconsciously fidgets all the time), but the cool thing is you don’t have to. That the character is displaying a conspicuous behavioral trait in this moment is enough indication that there might be something worth investigating further - just as the description of an un-mortared brick on the floor in a dungeon would do.</p><p></p><p>It’s not about getting the players to do something clever or try something new, it’s about letting the players’ decisions be the driving factor behind their success.</p><p></p><p>Look how much “your choices really matter!” is used to sell video games. And yet even the best-executed choice-focused CRPGs are a rumor of an echo of a footprint of a ghost of a shadow of what TTRPGs can be in that regard. Yet for some reason players are all too eager to throw away their power to make impactful choices in favor of letting the plastic (or, increasingly, digital) random number generators make the decisions for them. I don’t get it.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8480683, member: 6779196"] Oof. Yeah, I’m primarily inattentive too, though definitely not as severely from the sound of it. Obviously everyone’s experience is unique and you know your own abilities best, but I do think you’re overestimating the sort of demand this style of play places on memory. Like, if the DM is doing their job, you’ll be given the information you need to be able to make a decision right in the moment. Maybe you don’t remember that the DM often uses nervous fidgeting to telegraph deception ([I]if[/I] they do that - and as an aside, I agree that would make me quite uncomfortable as someone who unconsciously fidgets all the time), but the cool thing is you don’t have to. That the character is displaying a conspicuous behavioral trait in this moment is enough indication that there might be something worth investigating further - just as the description of an un-mortared brick on the floor in a dungeon would do. It’s not about getting the players to do something clever or try something new, it’s about letting the players’ decisions be the driving factor behind their success. Look how much “your choices really matter!” is used to sell video games. And yet even the best-executed choice-focused CRPGs are a rumor of an echo of a footprint of a ghost of a shadow of what TTRPGs can be in that regard. Yet for some reason players are all too eager to throw away their power to make impactful choices in favor of letting the plastic (or, increasingly, digital) random number generators make the decisions for them. I don’t get it. [/QUOTE]
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