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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="The Crimson Binome" data-source="post: 7768925" data-attributes="member: 6775031"><p>Do you consider advocacy to be part of your job, during character generation, when choosing to play an elf rogue rather than an elf barbarian or dwarf rogue? Because I don't, really. I don't feel any obligation to the character, that I should use my discretion during character generation to set him up for success. I might feel obligation to the other players, to make a character that can help them succeed at our shared goals, but my only obligation to the character is that I do my best to role-play them accurately (whoever that character ends up being). The net effect is probably similar, in most cases.</p><p>On some level, I'm always aware that I'm the player at the table rather than the wizard in the game world; but part of the role-playing process is to try and suppress those details. I shouldn't let any out-of-game information cloud my judgment, when I'm making decisions from the perspective of the character.</p><p>Sure, different players will have their immersion challenged by different mechanics, and the specifics will vary based on how the individual understands the concept of immersion. Essentially, during play, we want to avoid triggering certain thought processes; but awareness of those processes can make them harder to avoid. It's like the pink elephant experiment. (Although, there's no guarantee that the issue would have passed without remark, if someone was previously ignorant of it; and acknowledging an issue is always the first step toward fixing it.)</p><p></p><p>Not to keep dragging the topic back to FATE, but some players may never notice an issue with Fate points; and some players may feel like something is weird, but be unable to pinpoint why it feels off. A player who has read this thread, meanwhile, will be forced to consider how they feel about that mechanic. If they never noticed an issue in the first place, then they probably won't decide that it's suddenly a deal-breaker for them, but they might be slightly annoyed once it's brought to their attention. If they thought something was off, then confronting the issue directly will either allow them to accept it for what it is, or convince them to play some other game entirely.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7768925, member: 6775031"] Do you consider advocacy to be part of your job, during character generation, when choosing to play an elf rogue rather than an elf barbarian or dwarf rogue? Because I don't, really. I don't feel any obligation to the character, that I should use my discretion during character generation to set him up for success. I might feel obligation to the other players, to make a character that can help them succeed at our shared goals, but my only obligation to the character is that I do my best to role-play them accurately (whoever that character ends up being). The net effect is probably similar, in most cases. On some level, I'm always aware that I'm the player at the table rather than the wizard in the game world; but part of the role-playing process is to try and suppress those details. I shouldn't let any out-of-game information cloud my judgment, when I'm making decisions from the perspective of the character. Sure, different players will have their immersion challenged by different mechanics, and the specifics will vary based on how the individual understands the concept of immersion. Essentially, during play, we want to avoid triggering certain thought processes; but awareness of those processes can make them harder to avoid. It's like the pink elephant experiment. (Although, there's no guarantee that the issue would have passed without remark, if someone was previously ignorant of it; and acknowledging an issue is always the first step toward fixing it.) Not to keep dragging the topic back to FATE, but some players may never notice an issue with Fate points; and some players may feel like something is weird, but be unable to pinpoint why it feels off. A player who has read this thread, meanwhile, will be forced to consider how they feel about that mechanic. If they never noticed an issue in the first place, then they probably won't decide that it's suddenly a deal-breaker for them, but they might be slightly annoyed once it's brought to their attention. If they thought something was off, then confronting the issue directly will either allow them to accept it for what it is, or convince them to play some other game entirely. [/QUOTE]
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