Difference between revisions of "User talk:Jason"
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--[[User:Matts|Matts]] 15:12, 21 January 2007 (MST)You've made clear several times what it is you don't like in roleplaying, but that doesn't provide a picture of what you do want from roleplaying, and I don't have a clear picture of what that is. Is it something you'd be willing to share and elaborate on? | --[[User:Matts|Matts]] 15:12, 21 January 2007 (MST)You've made clear several times what it is you don't like in roleplaying, but that doesn't provide a picture of what you do want from roleplaying, and I don't have a clear picture of what that is. Is it something you'd be willing to share and elaborate on? | ||
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+ | --[[User:Jason|Jason]] 15:45, 21 January 2007 (MST)I have been thinking about this all day. Youre right, I have been a malcontent, and I even addressed it with my new years resolution that Im already breaking. But here are some things I believe, maybe they can help illustrate my position: | ||
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+ | Heroes are made not born. Normally this means I am against high powered games. | ||
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+ | Nothing should be too easy. Im not a patient person, but when I am forced in game to be cautious and take baby steps, in the past I have found it to be quite enjoyable. | ||
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+ | Players actions should have consequences, both good and bad. Sometimes we as players should fail, sometimes because we make a mistake, but sometimes things just go against us. Really bad decisions should have significant consequences. | ||
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+ | When a major success can finally be achieved, it will be a huge accomplishment. | ||
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+ | The game is about story over character or player, we should all be willing to do what it takes to advance the story. Characters should also be consistent, yet have a survival instinct. When situations dictate, characters should compromise. | ||
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+ | The GM should have a lot of flexibility to implement the story and the players should trust him as well as each other. When things go poorly for us, trust that the GM has a good reason. But when making rulings, the GM should rule in favor of the player when its a toss up. Let the players play, and let them participate in creating an amazing story. |
Revision as of 16:45, 21 January 2007
--Matts 15:12, 21 January 2007 (MST)You've made clear several times what it is you don't like in roleplaying, but that doesn't provide a picture of what you do want from roleplaying, and I don't have a clear picture of what that is. Is it something you'd be willing to share and elaborate on?
--Jason 15:45, 21 January 2007 (MST)I have been thinking about this all day. Youre right, I have been a malcontent, and I even addressed it with my new years resolution that Im already breaking. But here are some things I believe, maybe they can help illustrate my position:
Heroes are made not born. Normally this means I am against high powered games.
Nothing should be too easy. Im not a patient person, but when I am forced in game to be cautious and take baby steps, in the past I have found it to be quite enjoyable.
Players actions should have consequences, both good and bad. Sometimes we as players should fail, sometimes because we make a mistake, but sometimes things just go against us. Really bad decisions should have significant consequences.
When a major success can finally be achieved, it will be a huge accomplishment.
The game is about story over character or player, we should all be willing to do what it takes to advance the story. Characters should also be consistent, yet have a survival instinct. When situations dictate, characters should compromise.
The GM should have a lot of flexibility to implement the story and the players should trust him as well as each other. When things go poorly for us, trust that the GM has a good reason. But when making rulings, the GM should rule in favor of the player when its a toss up. Let the players play, and let them participate in creating an amazing story.