Re: Re: Starships and Lifepods

From: Aaron Stockser <nwn2.wow_at_...>
Date: Wed, 30 Nov 2011 13:08:28 -0800


I am sincerely hoping that you aren't implying that I am against character-driven dilemma or free player choice.

I was responding to a specific situation in a specific campaign (Traditionalist/Gear-focused gamers being exposed for the first time to narrative-focused RP in a Star Wars campaign).

Pissing off your players by having them discover over the course of play that their Abilities don't work the way they expected and in fact are causing them problems isn't a great way to "sell" HeroQuest/Narrative-Focused RP to a new group.

On Wed, Nov 30, 2011 at 12:47 PM, orlanthumathi <anti.spam_at_blueyonder.co.uk>wrote:

> **
>
>
>
>
> wrote:
> > Another way to drive the point home is to ask any player who writes
> *Heavy
> > Blaster* or *Holdout Blaster* on their character sheet why it's there and
>
> > what it represents to them. If they say "Well of course I need a blaster
> to
> > fight!" remind them that they don't need *Blaster* on their character
> sheet
>
> > to own or use one.
>
> To play devils advocate here, there is another way to think about this.
> You can take a leaf out of Dogs in the Vinyard and allow weapon based
> abilities to be as available as the player could possibly wish. After all,
> they are bound to get the players into trouble. Of course this works best
> with a play style that emphasises moral uncertainty, character driven
> dilemma, and free player choice.
>
> Jamie
>
>
>

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