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What Single Thing Would You Eliminate
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<blockquote data-quote="Charlaquin" data-source="post: 8238483" data-attributes="member: 6779196"><p>Nothing wrong with playing a character who is very different than yourself; although it will probably be more challenging than playing a character similar to yourself, it is often very fun and rewarding to do. But (and I know you’re never going to agree with me on this, that’s ok, you are welcome to your opinion), D&D is a cooperative game, and there should accordingly be an expectation of cooperation between players, and therefore between characters. Unless of course everyone involved agrees that they want conflict between their characters. If the group is onboard, by all means play how you like.</p><p></p><p></p><p>This is another thing we just aren’t going to agree on. I mean, if that’s fun for you, knock yourself out. But personally I prefer as a player to strive for my character to succeed, and as a DM I want my players to do the same.</p><p></p><p></p><p>I think with good game design, that clash can be avoided.</p><p></p><p></p><p>From an abstract, narrative-focused perspective, yes, failure can absolutely be as interesting as success. But from a practical gameplay perspective, success is what you should strive for. I don’t want my players striving to fail because they think it will be more interesting. Failure will come as a natural result of the difficulty of achieving success, and yes, it will be interesting when it happens. But pursuing it actively short-circuits the whole process. The players should pursue their characters’ goals, and the DM should place obstacles in the way of those goals. Success and failure will come as natural results of the players’ attempts to overcome those obstacles.</p><p></p><p></p><p>Oh, of course!</p><p></p><p></p><p>Again, we just aren’t going to agree on this. You don’t like such mechanics, and that’s fine. I do, when they are executed well. Or I’ll say “when they are executed in the ways I prefer,” since saying “well” implies that the quality of execution can be measured objectively.</p><p></p><p></p><p>Oh, yeah, I find the practice of awarding XP for “good roleplaying” highly objectionable, to put it politely. That’s definitely not what I’m advocating for here.</p><p></p><p></p><p>You do you, but even in small amounts this practice is objectionable to me. Like, I actually find it worse than story-based character advancement. It has all the same problems and more for me.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8238483, member: 6779196"] Nothing wrong with playing a character who is very different than yourself; although it will probably be more challenging than playing a character similar to yourself, it is often very fun and rewarding to do. But (and I know you’re never going to agree with me on this, that’s ok, you are welcome to your opinion), D&D is a cooperative game, and there should accordingly be an expectation of cooperation between players, and therefore between characters. Unless of course everyone involved agrees that they want conflict between their characters. If the group is onboard, by all means play how you like. This is another thing we just aren’t going to agree on. I mean, if that’s fun for you, knock yourself out. But personally I prefer as a player to strive for my character to succeed, and as a DM I want my players to do the same. I think with good game design, that clash can be avoided. From an abstract, narrative-focused perspective, yes, failure can absolutely be as interesting as success. But from a practical gameplay perspective, success is what you should strive for. I don’t want my players striving to fail because they think it will be more interesting. Failure will come as a natural result of the difficulty of achieving success, and yes, it will be interesting when it happens. But pursuing it actively short-circuits the whole process. The players should pursue their characters’ goals, and the DM should place obstacles in the way of those goals. Success and failure will come as natural results of the players’ attempts to overcome those obstacles. Oh, of course! Again, we just aren’t going to agree on this. You don’t like such mechanics, and that’s fine. I do, when they are executed well. Or I’ll say “when they are executed in the ways I prefer,” since saying “well” implies that the quality of execution can be measured objectively. Oh, yeah, I find the practice of awarding XP for “good roleplaying” highly objectionable, to put it politely. That’s definitely not what I’m advocating for here. You do you, but even in small amounts this practice is objectionable to me. Like, I actually find it worse than story-based character advancement. It has all the same problems and more for me. [/QUOTE]
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What Single Thing Would You Eliminate
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