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*Dungeons & Dragons
What Single Thing Would You Eliminate
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<blockquote data-quote="Xetheral" data-source="post: 8238349" data-attributes="member: 6802765"><p>Thanks for taking the time to explain. I really appreciate it!</p><p></p><p>Alas, I'm still not sure I follow. What does "pursuing XP effectively" look like at your table, in comparison to "not pursuing XP effectively"? In other words, can you describe the types of decision points where you want the XP system to tip the scales in a certain direction?</p><p></p><p></p><p>Personally I wouldn't go quite that far. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /> Empathize with my character's emotional state, yes; adopt it, no. Typical characters go through some pretty harrowing ordeals, and actually experiencing many of them would be outside the bounds of what I'm seeking from a TTRPG. My characters get angry all the time, but I certainly don't want to actually get angry at the table.</p><p></p><p></p><p>Not really. With this point and the last one I feel like we've swapped positions, and now your roleplaying style sounds more immersion-centric than mine does. And I really don't understand how remembering to take XP into account when making decisions makes it easier to "align your perspective with the imagined perspective". That sounds like it would make it harder.</p><p></p><p>For me, the ideal (and note that this ideal is not often perfectly achieved) is when most of my conscious thoughts are from my character's perspective, based on my understanding of the character's emotional state, whereas my awareness of OOC concerns (like tracking the other players' moods and responses to make sure my decisions are a positive influence on the game) are relegated to a more intuitive level.</p><p></p><p>I think there's a distinct possibility that we don't actually disagree here, but are choosing such different words to express ourselves that it seems like we're at odds. That's just a hunch though--I could be wrong.</p><p></p><p>Hopefully your answer to my first question of this post will help resolve my confusion on what you're trying to use this tool to do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>With you so far, I entirely agree...</p><p></p><p></p><p>... but here I don't follow. My character (as I imagine them) wants to succeed at their goals as quickly and easily as possible. I certainly don't want that for them, in any system, because it would make for a boring game. Whether or not I want them to <em>eventually</em> succeed at their goals depends on the goal and the context, and ranges from "yes!" to "no!" to "I'm excited to find out!".</p><p></p><p>And yes, there's a metagame component to what I want for my character--I don't understand what it would mean for there not to be. When I talk about what "I want for my character", there's no roleplaying involved--if there were, it would instead be what (I imagine) my characters wants.</p><p></p><p>But you're arguing for the player wanting to be able to make IC choices to optimize their acquisition of XP. That's definitely not what the character wants in non-fourth-wall-breaking campaigns, because the character has no conception of XP. If there is a way what you're saying isn't contradictory, I'm not seeing it</p><p></p><p></p><p>I'd quibble a little with the idea that there must be a possibility for failure for success to have any meaning, but my quibbles would be outside the scope of this discussion. Otherwise, yes, I as a player am typically making moment-to-moment tactical decisions for my character with the aim of having them succeed at their immediate goals, so long as those decisions are in keeping with the character's principles and limitations. But it's also common for me to make decisions for my character with an aim of expressing fatal flaws or character disadvantages, at the appropriate times.</p><p></p><p></p><p>I'm using "fun" as a catch-all term for enjoyment/satisfaction/desirability/etc. So I don't think we disagree here.</p></blockquote><p></p>
[QUOTE="Xetheral, post: 8238349, member: 6802765"] Thanks for taking the time to explain. I really appreciate it! Alas, I'm still not sure I follow. What does "pursuing XP effectively" look like at your table, in comparison to "not pursuing XP effectively"? In other words, can you describe the types of decision points where you want the XP system to tip the scales in a certain direction? Personally I wouldn't go quite that far. :) Empathize with my character's emotional state, yes; adopt it, no. Typical characters go through some pretty harrowing ordeals, and actually experiencing many of them would be outside the bounds of what I'm seeking from a TTRPG. My characters get angry all the time, but I certainly don't want to actually get angry at the table. Not really. With this point and the last one I feel like we've swapped positions, and now your roleplaying style sounds more immersion-centric than mine does. And I really don't understand how remembering to take XP into account when making decisions makes it easier to "align your perspective with the imagined perspective". That sounds like it would make it harder. For me, the ideal (and note that this ideal is not often perfectly achieved) is when most of my conscious thoughts are from my character's perspective, based on my understanding of the character's emotional state, whereas my awareness of OOC concerns (like tracking the other players' moods and responses to make sure my decisions are a positive influence on the game) are relegated to a more intuitive level. I think there's a distinct possibility that we don't actually disagree here, but are choosing such different words to express ourselves that it seems like we're at odds. That's just a hunch though--I could be wrong. Hopefully your answer to my first question of this post will help resolve my confusion on what you're trying to use this tool to do. :) With you so far, I entirely agree... ... but here I don't follow. My character (as I imagine them) wants to succeed at their goals as quickly and easily as possible. I certainly don't want that for them, in any system, because it would make for a boring game. Whether or not I want them to [I]eventually[/I] succeed at their goals depends on the goal and the context, and ranges from "yes!" to "no!" to "I'm excited to find out!". And yes, there's a metagame component to what I want for my character--I don't understand what it would mean for there not to be. When I talk about what "I want for my character", there's no roleplaying involved--if there were, it would instead be what (I imagine) my characters wants. But you're arguing for the player wanting to be able to make IC choices to optimize their acquisition of XP. That's definitely not what the character wants in non-fourth-wall-breaking campaigns, because the character has no conception of XP. If there is a way what you're saying isn't contradictory, I'm not seeing it I'd quibble a little with the idea that there must be a possibility for failure for success to have any meaning, but my quibbles would be outside the scope of this discussion. Otherwise, yes, I as a player am typically making moment-to-moment tactical decisions for my character with the aim of having them succeed at their immediate goals, so long as those decisions are in keeping with the character's principles and limitations. But it's also common for me to make decisions for my character with an aim of expressing fatal flaws or character disadvantages, at the appropriate times. I'm using "fun" as a catch-all term for enjoyment/satisfaction/desirability/etc. So I don't think we disagree here. [/QUOTE]
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