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What Single Thing Would You Eliminate
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<blockquote data-quote="Charlaquin" data-source="post: 8238011" data-attributes="member: 6779196"><p>I guess, if you’re awarding XP for macro-level decisions like that, instead of for more granular things like encounters and objectives, that might influence the decision process. Of course, the way XP is typically awarded, you wouldn’t easily be able to discern which path is worth more XP. The XP should come from the challenges you face during the adventure, and influence moment-to-moment decisions like whether to try and slay the dragon or steal its treasure and leave without it noticing. And, yes, that is an additional factor influencing your decision process, but again, it shouldn’t produce different outcomes unless you’ve made the decision to play a character who would otherwise reject the sort of activity the campaign is focused on - which is generally considered bad form.</p><p></p><p>They shouldn’t be. To paraphrase the EGGman, you are making believe you are the character.</p><p></p><p>I get the impression that you are holding in your mind some kind of ideal “pure” form of roleplaying, wherein decisions made are based exclusively on the fictional character’s experiences, emotions, and perspective (though you do seem to allow leeway for what would make the more enjoyable gaming experience for the other players at the table). Personally, I don’t favor this over a decision process that incorporates the player’s experiences, emotions, and perspective. On the contrary, I think it is both impossible to remove the player from the equation and misguided to attempt to do so. Because the player is making believe they are the character, whatever the player decides to do is what the character “would do,” and I favor mechanics that encourage the player to align their own thinking with that of a character in the fictional world, rather than try to compartmentalize the two.</p><p></p><p>I fundamentally and emphatically disagree. I think your goals and your characters goals can easily be in concert, and should be as often as possible.</p><p></p><p>Sure, but those are meta-game goals. What you want for your character and what your character wants for themselves should be in concert: to complete the quest, to find the McGuffin, to rescue the villagers, to crush your enemies, to see them driven before you, and to hear the lamentations of their women... (ok, you probably shouldn’t want that last one, but I couldn’t resist the reference.)</p><p></p><p>If the game rewards you for doing those things, it <em>aligns</em> your goals with your character’s goals. A good thing in my view.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8238011, member: 6779196"] I guess, if you’re awarding XP for macro-level decisions like that, instead of for more granular things like encounters and objectives, that might influence the decision process. Of course, the way XP is typically awarded, you wouldn’t easily be able to discern which path is worth more XP. The XP should come from the challenges you face during the adventure, and influence moment-to-moment decisions like whether to try and slay the dragon or steal its treasure and leave without it noticing. And, yes, that is an additional factor influencing your decision process, but again, it shouldn’t produce different outcomes unless you’ve made the decision to play a character who would otherwise reject the sort of activity the campaign is focused on - which is generally considered bad form. They shouldn’t be. To paraphrase the EGGman, you are making believe you are the character. I get the impression that you are holding in your mind some kind of ideal “pure” form of roleplaying, wherein decisions made are based exclusively on the fictional character’s experiences, emotions, and perspective (though you do seem to allow leeway for what would make the more enjoyable gaming experience for the other players at the table). Personally, I don’t favor this over a decision process that incorporates the player’s experiences, emotions, and perspective. On the contrary, I think it is both impossible to remove the player from the equation and misguided to attempt to do so. Because the player is making believe they are the character, whatever the player decides to do is what the character “would do,” and I favor mechanics that encourage the player to align their own thinking with that of a character in the fictional world, rather than try to compartmentalize the two. I fundamentally and emphatically disagree. I think your goals and your characters goals can easily be in concert, and should be as often as possible. Sure, but those are meta-game goals. What you want for your character and what your character wants for themselves should be in concert: to complete the quest, to find the McGuffin, to rescue the villagers, to crush your enemies, to see them driven before you, and to hear the lamentations of their women... (ok, you probably shouldn’t want that last one, but I couldn’t resist the reference.) If the game rewards you for doing those things, it [I]aligns[/I] your goals with your character’s goals. A good thing in my view. [/QUOTE]
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What Single Thing Would You Eliminate
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