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General Tabletop Discussion
*Dungeons & Dragons
Waibel's Rule of Interpretation (aka "How to Interpret the Rules")
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<blockquote data-quote="pemerton" data-source="post: 7656655" data-attributes="member: 42582"><p>Ranes, thanks for your reply! There was only one bit I wanted to pick up on; and Henry's post also relates to it.</p><p></p><p></p><p>I don't think it really helps progress our understanding of GMing and play techniques, though, to frame this the way Henry has, as an in-game thing. The player whom [MENTION=22779]Hussar[/MENTION] described wasn't roleplaying his PC's ingame response. He was expressing <em>his own</em>, real-world aesthetic response.</p><p></p><p>Ranes's comment addresses this issue directly, with a suggestion about how the player should respond, within the context of the game, to being irritated by an incongruous monster placement.</p><p></p><p>My own feeling is that if the player's response really is as strong as [MENTION=22779]Hussar[/MENTION]'s player's seems to have been, then while telling the player "Please don't respond to this out-of-character" is one possible way of replying, it probably isn't going to make the player's aesthetic response change. It might be a way of trying to keep the game moving in the moment (assuming the player complies), but it isn't going to change the player's dislike of what happened.</p><p></p><p>I see a connection here to the example I gave of walking from a game over a kobold. In that sort of situation, I don't care how much the GM tells me about the ingame explanations for the kobold's ineptitude, and urges me to roleplay my character's response to that. My irritation towards the GM is not an expression of an in-character response. And it's not a complaint that the gameworld is inconsistent. I'm complaining that the GM is blocking the players' attempt to turn the game from one of reaction and railroading into one of proactivity and player-driven action.</p><p></p><p>That's an out-of-character, real-world reaction. It seems to me that the GM can't deal with it (or, at least, can't deal with it successfully) just by reiterating imaginary facts about the imagined gameworld.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7656655, member: 42582"] Ranes, thanks for your reply! There was only one bit I wanted to pick up on; and Henry's post also relates to it. I don't think it really helps progress our understanding of GMing and play techniques, though, to frame this the way Henry has, as an in-game thing. The player whom [MENTION=22779]Hussar[/MENTION] described wasn't roleplaying his PC's ingame response. He was expressing [I]his own[/I], real-world aesthetic response. Ranes's comment addresses this issue directly, with a suggestion about how the player should respond, within the context of the game, to being irritated by an incongruous monster placement. My own feeling is that if the player's response really is as strong as [MENTION=22779]Hussar[/MENTION]'s player's seems to have been, then while telling the player "Please don't respond to this out-of-character" is one possible way of replying, it probably isn't going to make the player's aesthetic response change. It might be a way of trying to keep the game moving in the moment (assuming the player complies), but it isn't going to change the player's dislike of what happened. I see a connection here to the example I gave of walking from a game over a kobold. In that sort of situation, I don't care how much the GM tells me about the ingame explanations for the kobold's ineptitude, and urges me to roleplay my character's response to that. My irritation towards the GM is not an expression of an in-character response. And it's not a complaint that the gameworld is inconsistent. I'm complaining that the GM is blocking the players' attempt to turn the game from one of reaction and railroading into one of proactivity and player-driven action. That's an out-of-character, real-world reaction. It seems to me that the GM can't deal with it (or, at least, can't deal with it successfully) just by reiterating imaginary facts about the imagined gameworld. [/QUOTE]
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