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General Tabletop Discussion
*Dungeons & Dragons
What are your reasons for doing something because "It's what my character would do"?
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<blockquote data-quote="Basic Expert" data-source="post: 9798672" data-attributes="member: 7054049"><p>One of the major joys of RPGs is playing a character other than yourself. Doing something because it's what your character would do is essentially the game. However, it should never be used to justify obnoxious, toxic or narcissistic behavior towards other players.</p><p></p><p>My self-imposed guidelines for being a player are:</p><p></p><p>1. Create a character in keeping with the spirit and tone of the game.</p><p></p><p>2. Create a character that wants to engage in the content of the game.</p><p></p><p>3. Create a character that wants or needs to work with the other PCs. If playing an unsavory or problematic PC, soften any negative traits when dealing directly with other PCs.</p><p></p><p>4. Create a character that has a point of view or goals. Advocate for those positions IC, but understand that other PCs might have other priorities and you might be outvoted.</p><p></p><p>5. If circumstances threaten to cross a red line for your character ("Sir Duncan the Honorable would never kill prisoners!"), be willing to talk to the group OOC to try to find a solution every one is happy with.</p><p></p><p>6. Share the spotlight. Let other PCs do their thing. Let other PCs follow their own interests. If Myrad the Mystical is seriously into a 15 minute lore dump by an NPC, don't have your Bruto the Barbarian get bored and act out (even if he has the trait of "Can't sit still for 15 minutes").</p><p></p><p>7. Character foibles are as much fun to play as character strengths. Maybe your PC can't lie or is afraid of the dark or is a compulsive shoplifter. Foibles can cause problems for your PC and the party, but shouldn't be used as an excuse to blow up the campaign. However, this one really depends on the group and the campaign and should be covered in a Session 0.</p><p></p><p>8. Always know what the party goal is and work towards it. Drive the adventure forward as much as possible.</p><p></p><p>9. Know what your character can do and always be ready when your turn comes up. Have a rough idea of what you're going to do and do it as quickly as possible. Don't spend 5 minutes flipping through books looking for the spell descriptions or keywords. </p><p></p><p>10. Don't be adversarial with the GM. Let them run their game and their adventure their way. If something is unclear, ask clarifying questions. If something seems unfair, just go with it--it's only a game. If something is awesome, say so. Always thank them for the time and effort they put into the game.</p></blockquote><p></p>
[QUOTE="Basic Expert, post: 9798672, member: 7054049"] One of the major joys of RPGs is playing a character other than yourself. Doing something because it's what your character would do is essentially the game. However, it should never be used to justify obnoxious, toxic or narcissistic behavior towards other players. My self-imposed guidelines for being a player are: 1. Create a character in keeping with the spirit and tone of the game. 2. Create a character that wants to engage in the content of the game. 3. Create a character that wants or needs to work with the other PCs. If playing an unsavory or problematic PC, soften any negative traits when dealing directly with other PCs. 4. Create a character that has a point of view or goals. Advocate for those positions IC, but understand that other PCs might have other priorities and you might be outvoted. 5. If circumstances threaten to cross a red line for your character ("Sir Duncan the Honorable would never kill prisoners!"), be willing to talk to the group OOC to try to find a solution every one is happy with. 6. Share the spotlight. Let other PCs do their thing. Let other PCs follow their own interests. If Myrad the Mystical is seriously into a 15 minute lore dump by an NPC, don't have your Bruto the Barbarian get bored and act out (even if he has the trait of "Can't sit still for 15 minutes"). 7. Character foibles are as much fun to play as character strengths. Maybe your PC can't lie or is afraid of the dark or is a compulsive shoplifter. Foibles can cause problems for your PC and the party, but shouldn't be used as an excuse to blow up the campaign. However, this one really depends on the group and the campaign and should be covered in a Session 0. 8. Always know what the party goal is and work towards it. Drive the adventure forward as much as possible. 9. Know what your character can do and always be ready when your turn comes up. Have a rough idea of what you're going to do and do it as quickly as possible. Don't spend 5 minutes flipping through books looking for the spell descriptions or keywords. 10. Don't be adversarial with the GM. Let them run their game and their adventure their way. If something is unclear, ask clarifying questions. If something seems unfair, just go with it--it's only a game. If something is awesome, say so. Always thank them for the time and effort they put into the game. [/QUOTE]
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What are your reasons for doing something because "It's what my character would do"?
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