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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: A Worthy End?
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<blockquote data-quote="GMMichael" data-source="post: 9230796" data-attributes="member: 6685730"><p>The character does the, for example, "treasure-grubbing," but the player decides to do it. So I hope you and I can agree that it's a "PC" question.</p><p></p><p></p><p>Well I don't know about you, but I don't have a favorite thing that I like to do in-character. What my character pursues depends on what my character's goals are - his ends. Lewpuls gives us several examples of things that characters do, their "ends": kill everything and take the stuff, treasure-grubbing, fighting evil, having integrity. There's the outlier mention of XP-chasing, which is a player activity - XP don't exist in-game.</p><p></p><p>Whether or not it's <em>worthy</em> is even more character-dependent. As Umbran correctly points out: worthy is subjective. But who places the worth has an affect on the game:</p><p></p><p>Player places worth, character doesn't: this is no longer role-playing.</p><p>Character places worth, player doesn't: true role-playing at the risk of player apathy (see: not having fun).</p><p>Both player and character place worth: player's needs met, at the risk of diminishing role-playing (or the player's just playing himself).</p><p></p><p>So I'm sorry that you're so infuriated by the shift from player-ends to character-ends (which was the point behind my post/response), but delving into how players feel, and not characters, seems to miss the point of the original post.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9230796, member: 6685730"] The character does the, for example, "treasure-grubbing," but the player decides to do it. So I hope you and I can agree that it's a "PC" question. Well I don't know about you, but I don't have a favorite thing that I like to do in-character. What my character pursues depends on what my character's goals are - his ends. Lewpuls gives us several examples of things that characters do, their "ends": kill everything and take the stuff, treasure-grubbing, fighting evil, having integrity. There's the outlier mention of XP-chasing, which is a player activity - XP don't exist in-game. Whether or not it's [I]worthy[/I] is even more character-dependent. As Umbran correctly points out: worthy is subjective. But who places the worth has an affect on the game: Player places worth, character doesn't: this is no longer role-playing. Character places worth, player doesn't: true role-playing at the risk of player apathy (see: not having fun). Both player and character place worth: player's needs met, at the risk of diminishing role-playing (or the player's just playing himself). So I'm sorry that you're so infuriated by the shift from player-ends to character-ends (which was the point behind my post/response), but delving into how players feel, and not characters, seems to miss the point of the original post. [/QUOTE]
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