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What Single Thing Would You Eliminate
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<blockquote data-quote="Lanefan" data-source="post: 8238474" data-attributes="member: 29398"><p>Great post! Just a few minor points and-or questions...</p><p></p><p>Absolutely agree on this.</p><p></p><p>Maybe. Not all characters are going to be the supportive, positive type - even if they're played by a player who is normally supportive and positive in real life - and nor should they be expected to be. Playing against one's own type and-or being someone you just can't be in reality is a big reason why people play these games, and I wouldn't want to stand in the way of that.</p><p></p><p>It can be awful, but very often isn't, says he who often finds himself in this very situation.</p><p></p><p>The trick, when they come in conflict, is to be true to the character and shove your own feelings and wants aside. I've roleplayed myself as a player right out of a game simply by following what my character would do, even though I-as-player didn't want to leave* and was otherwise quite enjoying it all.</p><p></p><p>* - rolling up something new wasn't a viable option as there was no real way of bringing it in. I rejoined later at the next downtime with a different PC.</p><p></p><p>Absolutely. My point is that the character's goals in the fiction and the player's goals at the table can and sometimes do directly clash, and one has to trump the other. It has nothing to do with the pursuit of xp.</p><p></p><p>I think that failure can be just as interesting as success; moreover, I think that failure is a vital component of making success look like success. They might not have to learn to love failure but they'd better bloody well learn to accept it as part of the game.</p><p></p><p>The rest being bologna (though I'd use a stronger term <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ) is my opinion too.</p><p></p><p>While excellent in theory, I've bolded the possibly-insurmountable problem here: how can this be executed well?</p><p></p><p>I categorically reject meta-mechanics such as Inspiration. Non-starter.</p><p></p><p>As for xp, any situation where the DM has to give xp for someone's roleplaying is problematic in that it a) isn't codifed and thus is done completely by DM fiat, and b) leaves a DM wide open to accusations of favouritism, whether warranted or not. I - and I suspect many others - take this risk anyway now and then, but for my part I make surethese type of xp are but a minor fraction of the total xp available thus if there is a problem in how I do it, it's not as big a deal.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8238474, member: 29398"] Great post! Just a few minor points and-or questions... Absolutely agree on this. Maybe. Not all characters are going to be the supportive, positive type - even if they're played by a player who is normally supportive and positive in real life - and nor should they be expected to be. Playing against one's own type and-or being someone you just can't be in reality is a big reason why people play these games, and I wouldn't want to stand in the way of that. It can be awful, but very often isn't, says he who often finds himself in this very situation. The trick, when they come in conflict, is to be true to the character and shove your own feelings and wants aside. I've roleplayed myself as a player right out of a game simply by following what my character would do, even though I-as-player didn't want to leave* and was otherwise quite enjoying it all. * - rolling up something new wasn't a viable option as there was no real way of bringing it in. I rejoined later at the next downtime with a different PC. Absolutely. My point is that the character's goals in the fiction and the player's goals at the table can and sometimes do directly clash, and one has to trump the other. It has nothing to do with the pursuit of xp. I think that failure can be just as interesting as success; moreover, I think that failure is a vital component of making success look like success. They might not have to learn to love failure but they'd better bloody well learn to accept it as part of the game. The rest being bologna (though I'd use a stronger term :) ) is my opinion too. While excellent in theory, I've bolded the possibly-insurmountable problem here: how can this be executed well? I categorically reject meta-mechanics such as Inspiration. Non-starter. As for xp, any situation where the DM has to give xp for someone's roleplaying is problematic in that it a) isn't codifed and thus is done completely by DM fiat, and b) leaves a DM wide open to accusations of favouritism, whether warranted or not. I - and I suspect many others - take this risk anyway now and then, but for my part I make surethese type of xp are but a minor fraction of the total xp available thus if there is a problem in how I do it, it's not as big a deal. [/QUOTE]
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