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Doc Hawkins posted:I don't think he specified that the villagers did anything to offend the party besides: Yes, but on the other hand the players were:
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# ¿ Feb 4, 2012 03:20 |
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# ¿ May 3, 2024 03:37 |
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The only time I played a Star Wars P&P RPG I ended up playing the Bounty Hunter with a Machine Gun archetype, except we were breaking out of prison so we were very unarmed. For some reason, this didn't keep us from rushing into battle against a group of prison guards with blaster rifles. As far as I remember, I made a single successful roll: to quietly subdue a passing civilian keeping her from making any noise about the band of scruffy-looking men in prison uniforms and maybe we could later use her as a hostage (I'm pretty sure we were bad people). The wild die kept exploding and I accidentally broke her neck, so we just sort of left her body for the cleaning drones to sweep up. RIP, innocent bystander lady.
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# ¿ Feb 4, 2012 18:52 |
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PeterWeller posted:Also, Male Man, do you have any stories where your group doesn't murder innocents wholesale? ...Huh. How about that, I guess I don't. I don't even think I've told two stories from the same group, either. Which means that I'm the only factor that links these together.
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# ¿ Feb 5, 2012 17:29 |
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If you give people rewards for stuff, then it reduces the perceived inherent value in the action. For example, kids are less likely to find schoolwork engaging if their parents pay them for letter grades. Achievements encourage people to do certain stuff, but they lessen the enjoyment of the action in favor of the short-lived rush of getting an award. Choke-slamming Satan is reward enough on its own. Just let it happen.
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# ¿ Feb 27, 2012 01:05 |
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Chaltab posted:Is this actually true or are you making it up? For real, although I'm necessarily simplifying things. I'm not addressing motivation at all. Hell, achievements are probably a really good motivator. I'm only discussing how much enjoyment the players are getting out of the game. To be fair, the overjustification effect only applies to tangible awards. I don't know whether achievements would affect as a tangible award or not, so to be on the safe side I recommend that you just compliment players for doing cool stuff. So, you know, what you already do.
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# ¿ Feb 27, 2012 02:26 |
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Kosmonaut posted:Nailed it. "Big and dangerous" are basically all the important attributes of a Trygon other than the fact that it burrows a lot and spits static bolts on its way into melee. Aren't "Big and dangerous" pretty much the important attributes of everything in Warhammer?
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# ¿ Feb 27, 2012 19:45 |
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# ¿ May 3, 2024 03:37 |
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evol262 posted:Right, because borderline behavior in a D&D game is totally worth severing a friendship over. Presumably there's some other reason they like this guy. I believe the idea is that a non-rear end in a top hat person, when addressed directly and frankly, will try to resolve the conflict in a non-confrontational manner, because as a non-rear end in a top hat, he or she desires the friendship to continue and is willing to consider the viewpoint of others and accordingly act in a rational, mature manner. Otherwise? No one needs two assholes.
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# ¿ Mar 21, 2012 20:30 |