this post was submitted on 21 Jan 2024
33 points (100.0% liked)
rpg
3176 readers
19 users here now
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
- Do not distribute pirate content
- Do not incite arguments/flamewars/gatekeeping.
- Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.
- Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules.
- Do not submit posts looking for players, groups or games.
- Do not advertise for livestreams
- Limit Self-promotions. Active members may promote their own content once per week. Crowdfunding posts are limited to one announcement and one reminder across all users.
- Comment respectfully. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Comments deemed abusive may be removed by moderators.
- No Zak S content.
- Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
For 3- I still think about a post I made a while ago where I mentioned giving players more creative input as a means of increasing engagement. The example I gave was when the players returned to the magic academy the wizard had graduated from, I asked the wizard player what the lighting situation was in the grand hall. Like if they had lots of mundane candles, or a big chandelier, or magic lights, or what. He was pretty into it.
One person in the thread responded that they would hate that. They want to be told a story and explore a world! Asking them to make out-of-character decisions like that just ruins the whole experience for them.
Completely alien to me. I always look at these as like writing a story, and I'm never "being" my character.
Different strokes, of course. :)
I think for me and my group, it's just a sometimes thing. I think I'd be happy to let players make some decisions about the world around them, but narrative control of action resolution just fell a bit flat.
It's also why I like the distinction between "writing a story" and "being a character." It indicates the difference without presenting either as better than the other, which is a risk when talking about... well, anything, especially online. :P