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*Pathfinder & Starfinder
Whats Wrong with Ganking CRPG Stuff???
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<blockquote data-quote="KingCrab" data-source="post: 3901214" data-attributes="member: 40713"><p>Okay. I'll give it a shot. </p><p></p><p>If the players are making their own cards where they are writing down what their characters goals and motivations are, then I admit this can work. Also, I'm happy that it is only going to be listed as an optional rule (though it probably shouldn't be included at all.) Also, I admit many other elements of CRPGs can work in RPGs. To not totally turn this into a disagreement that is irrelevent to the main topic of this thread, I'll go back to CRPGs.</p><p></p><p>In a CRPG a stardard quest might be to "kill the leader of the tribe of orc raiders". The game may require you to do so in order to get to a further point, or it may just give you a reward. If the game is well written there may be other options (planescape Torment sometimes had many clever ways to complete a quest) but there will be finitely many and these will all have been thought out by the creators of the game.</p><p></p><p>In an RPG the DM may have an idea of sending them on a quest to "kill the leader of the tribe of orc raiders". This can be written on a card. The most likely consequence is that the players will go into the situation thinking they have to kill the leader of the tribe of orc raiders since this is what the DM told them they should do. I honestly do believe that having the card with the quest written on it is going make them less likely to think up different options. </p><p></p><p>In an RPG there aren't only a few set ways to do something. Perhaps someone is going to stop the orc raiders in a different way, without ever killing their leader. Maybe they can negotiate, or lead them elsewhere, or find a way blackmail the leader, or something completely different that I can't predict. The players deserve to be able to take a role in deciding the outcome by inventing options that you won't have in a CRPG and that the DM didn't think about ahead of time and write down on a quest card. </p><p></p><p>Writing down "If you do X you'll get Y reward" doesn't encourage creativity amongst the players for dealing with a situation. If story awards are to be included then the DM should be just as likely to give an award for doing something he didn't expect (that satisfies the motivations of the PCs and that the DM deems worthy) as for doing the specific action that was written on the card.</p></blockquote><p></p>
[QUOTE="KingCrab, post: 3901214, member: 40713"] Okay. I'll give it a shot. If the players are making their own cards where they are writing down what their characters goals and motivations are, then I admit this can work. Also, I'm happy that it is only going to be listed as an optional rule (though it probably shouldn't be included at all.) Also, I admit many other elements of CRPGs can work in RPGs. To not totally turn this into a disagreement that is irrelevent to the main topic of this thread, I'll go back to CRPGs. In a CRPG a stardard quest might be to "kill the leader of the tribe of orc raiders". The game may require you to do so in order to get to a further point, or it may just give you a reward. If the game is well written there may be other options (planescape Torment sometimes had many clever ways to complete a quest) but there will be finitely many and these will all have been thought out by the creators of the game. In an RPG the DM may have an idea of sending them on a quest to "kill the leader of the tribe of orc raiders". This can be written on a card. The most likely consequence is that the players will go into the situation thinking they have to kill the leader of the tribe of orc raiders since this is what the DM told them they should do. I honestly do believe that having the card with the quest written on it is going make them less likely to think up different options. In an RPG there aren't only a few set ways to do something. Perhaps someone is going to stop the orc raiders in a different way, without ever killing their leader. Maybe they can negotiate, or lead them elsewhere, or find a way blackmail the leader, or something completely different that I can't predict. The players deserve to be able to take a role in deciding the outcome by inventing options that you won't have in a CRPG and that the DM didn't think about ahead of time and write down on a quest card. Writing down "If you do X you'll get Y reward" doesn't encourage creativity amongst the players for dealing with a situation. If story awards are to be included then the DM should be just as likely to give an award for doing something he didn't expect (that satisfies the motivations of the PCs and that the DM deems worthy) as for doing the specific action that was written on the card. [/QUOTE]
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