MoogleEmpMog
First Post
Felon said:Sorry to deflate your attempt at sarcasm, but by definition a precept is implicit, not explicit--a general principle, rather than something that's written down.
But where is it implied? What implies it to be a universal principle, when there is no universal context for tabletop roleplaying (sorry GURPS)?
Is it the words 'role-playing' in 'role-playing game?' Because 'playing a role' certainly doesn't come from, you know, acting? Where there's a script? Not an invisible one?
Felon said:I was stating something pretty straightforward, despite your attempt to equivocate with this "your playstyle" bit. Once a DM hands a player a script, and starts regarding any attempt to ad lib as a rebellion that must be quashed, he's pretty much neutered the one thing that separates PnP role-playing from any other pasttime: the ability to improvise, to do anything a character in that situation could conceivably do.
True, it's the one thing that separates this type of game from every other pasttime. IE, a stumbling block for people who would have good fun playing a role but are uncomfortable (or really, really bad) at decision making.
It IS a playstyle issue, but it's one that, like the non-competitive nature of the game, has been so ingrained in the experience by decades of assumptions that it is now seen as universal.
Felon said:As I stated previously, people can have fun with a railroaded adventure, although I certainly do believe they're missing out on a lot more fun by suppressing spontanaeity--particularly the DM. Players can do some pretty creative and surprising things. Why scupper that?
Because a) trying to figure out what to do is a lot more boring than experiencing a (halfway decent) story, b) some players are uncomfortable with decision-making but are good roleplayers/enjoy the gameplay and c) some other players are bloody twits.