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<blockquote data-quote="N'raac" data-source="post: 6110895" data-attributes="member: 6681948"><p>Ah, so rather than removing player choice on how to play the game with their character, we remove choice in the design of that character. Maybe I want to play a wandering wizard who is driven by insatiable curiosity and the desire to explore. You want to play a fighter whose life revolves around his career in the Royal Guard. We have incompatible desires for the very nature of the campaign. Those DEFINITELY need to be resolved.</p><p> </p><p>So we decide, perhaps, that we will set a campaign around the city, where your Royal Guard will fit well. I need to make a different character for this campaign, so I do. But that also means that, at some future date, I am still looking to play that wizard, so that may be a campaign including world travel and considerable exploration. And the expectation in that game is that your character have a suitable desire to participate in those scenes, does it not?</p><p> </p><p>Or we need to find different groups if there is no room for compromise. But I find I get along with those I game with, so I would rather compromise on occasion than find a brand new group.</p><p> </p><p></p><p> </p><p>Does that mean we will also cut the play of interest to the other player because it is of no interest to the fighter? Interacting with the hirelings is of no interest to you an GrellQuest is of no interest to me, so let’s just skip them both.</p><p> </p><p>The typical answer, assuming that it is the nature of play (Fighter enjoys NPC interaction in the city; Wizard enjoys exploratory scenes), is to have time dedicated to both. But now both players “hate the game” half the time, don’t they?</p><p></p><p></p><p> </p><p>We will give the wizard a high Bluff roll, and a Spell of Inscrutability adding to his Bluff rolls, so he succeeds in his bluff. He’s a Mysterious Stranger, so he directs a lot of resources towards that aspect of his character.</p><p></p><p></p><p> </p><p>The GM did not care whether the players explored the city in the distance. But the player has become very invested in it, and he does not want to be delayed from that action by a bunch of NPC interaction back in town. Sound at all familiar?</p><p></p><p></p><p> </p><p>So it’s OK for you to ruin the Wizard player’s fun. His goal IS curiosity. That’s what he wants to play. And YOU are subjecting HIM to several hours of play that he has zero interest in that is actually frustrating him from doing what he actually is interested in doing. I thought you would be unhappy if any player were subjected to this frustration, not just if you were.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6110895, member: 6681948"] Ah, so rather than removing player choice on how to play the game with their character, we remove choice in the design of that character. Maybe I want to play a wandering wizard who is driven by insatiable curiosity and the desire to explore. You want to play a fighter whose life revolves around his career in the Royal Guard. We have incompatible desires for the very nature of the campaign. Those DEFINITELY need to be resolved. So we decide, perhaps, that we will set a campaign around the city, where your Royal Guard will fit well. I need to make a different character for this campaign, so I do. But that also means that, at some future date, I am still looking to play that wizard, so that may be a campaign including world travel and considerable exploration. And the expectation in that game is that your character have a suitable desire to participate in those scenes, does it not? Or we need to find different groups if there is no room for compromise. But I find I get along with those I game with, so I would rather compromise on occasion than find a brand new group. Does that mean we will also cut the play of interest to the other player because it is of no interest to the fighter? Interacting with the hirelings is of no interest to you an GrellQuest is of no interest to me, so let’s just skip them both. The typical answer, assuming that it is the nature of play (Fighter enjoys NPC interaction in the city; Wizard enjoys exploratory scenes), is to have time dedicated to both. But now both players “hate the game” half the time, don’t they? We will give the wizard a high Bluff roll, and a Spell of Inscrutability adding to his Bluff rolls, so he succeeds in his bluff. He’s a Mysterious Stranger, so he directs a lot of resources towards that aspect of his character. The GM did not care whether the players explored the city in the distance. But the player has become very invested in it, and he does not want to be delayed from that action by a bunch of NPC interaction back in town. Sound at all familiar? So it’s OK for you to ruin the Wizard player’s fun. His goal IS curiosity. That’s what he wants to play. And YOU are subjecting HIM to several hours of play that he has zero interest in that is actually frustrating him from doing what he actually is interested in doing. I thought you would be unhappy if any player were subjected to this frustration, not just if you were. [/QUOTE]
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