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What is "railroading" to you (as a player)?
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<blockquote data-quote="Crimson Longinus" data-source="post: 9871266" data-attributes="member: 7025508"><p>Ok! Genuinely great! Then please understand that I really, really hate when this sort of a thing happens, so I am very cautious about mechanics that make such thing even potentially possible. </p><p></p><p></p><p></p><p>So, I feel that I can maintain inhabitation if the dice at least sorta agree with what my internal model of the character was saying. But in such instance the input from the dice is rather pointless. I was going that way anyway. And when they disagree, then I have an issue. So from my perspective there is nothing to be gained from such a system, but it can potentially end up being very detrimental. </p><p></p><p></p><p></p><p>So I have played with more complex social mechanic, such as Exalted 2. It is just terrible. It interrupts the natural flow of social situations and it will all become detached and gamey. And with enough effort, you can just brainwash people to think basically anything. I hate it.</p><p></p><p>Now I'm sure there can be better complex systems than that (this is a very low bar,) but again I see no benefits, only negatives. I don't need system for this, it doesn't add anything that of value to me and it can add quite a lot of negatives.</p><p></p><p></p><p></p><p>Because the actions of his character are randomised. I can't explain this better. There was no real choice so there is no ownerships thus there is no weight.</p><p></p><p></p><p></p><p>Perhaps. If we are looking this from more from perspective of creating a surprising and interesting story with the aid of mechanics, it makes sense for me. I just do not care for this perspective as a player. </p><p></p><p>Now perhaps some people can integrate this better with being immersed int the PoV of the character. Perfectly possible. It still doesn't change how it feels for me.</p><p></p><p></p><p></p><p></p><p>Yeah, I'm sure people do that. But it is unfortunate that they have to. It is sorta a fail state if they need to sacrifice being true to their character for the game to keep working. So why would I want to introduce mechanics that potentially require further such sacrifices?</p><p></p><p>And as for team games, I think people should endeavour to create characters that will get along at least begrudgingly, to lessen the likelihood of a party splitting conflict. But in a situation where such a conflict arises, I would rather have my character to leave the party and being written out of the campaign than to mutilate what I believe them to be in order to fit in. I can always make an another character who is a better fit.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9871266, member: 7025508"] Ok! Genuinely great! Then please understand that I really, really hate when this sort of a thing happens, so I am very cautious about mechanics that make such thing even potentially possible. So, I feel that I can maintain inhabitation if the dice at least sorta agree with what my internal model of the character was saying. But in such instance the input from the dice is rather pointless. I was going that way anyway. And when they disagree, then I have an issue. So from my perspective there is nothing to be gained from such a system, but it can potentially end up being very detrimental. So I have played with more complex social mechanic, such as Exalted 2. It is just terrible. It interrupts the natural flow of social situations and it will all become detached and gamey. And with enough effort, you can just brainwash people to think basically anything. I hate it. Now I'm sure there can be better complex systems than that (this is a very low bar,) but again I see no benefits, only negatives. I don't need system for this, it doesn't add anything that of value to me and it can add quite a lot of negatives. Because the actions of his character are randomised. I can't explain this better. There was no real choice so there is no ownerships thus there is no weight. Perhaps. If we are looking this from more from perspective of creating a surprising and interesting story with the aid of mechanics, it makes sense for me. I just do not care for this perspective as a player. Now perhaps some people can integrate this better with being immersed int the PoV of the character. Perfectly possible. It still doesn't change how it feels for me. Yeah, I'm sure people do that. But it is unfortunate that they have to. It is sorta a fail state if they need to sacrifice being true to their character for the game to keep working. So why would I want to introduce mechanics that potentially require further such sacrifices? And as for team games, I think people should endeavour to create characters that will get along at least begrudgingly, to lessen the likelihood of a party splitting conflict. But in a situation where such a conflict arises, I would rather have my character to leave the party and being written out of the campaign than to mutilate what I believe them to be in order to fit in. I can always make an another character who is a better fit. [/QUOTE]
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