Skip to main content
23 events
when toggle format what by license comment
Feb 26, 2019 at 18:29 history edited V2Blast
edited tags
Feb 26, 2019 at 16:35 history edited Erik Burigo CC BY-SA 4.0
added 2 characters in body
Apr 13, 2017 at 12:45 history edited CommunityBot
replaced http://rpg.stackexchange.com/ with https://rpg.stackexchange.com/
Jul 3, 2011 at 17:06 vote accept Erik Burigo
Jul 1, 2011 at 12:37 comment added mxyzplk If you're doing any in depth roleplay you have to expect some bleed. By insisting on mechanics over player choice you're going to train them to immerse less. Which is fine if that's what you want, but be advised.
Jul 1, 2011 at 6:59 comment added Erik Burigo That was my impression. I actually know that there were issues, and I think this polluted that specific roleplay experience, but I'm not sure. Anyway, B's player motivation for barricading his character in silence seemed more player's stubbornness than identification.
Jul 1, 2011 at 3:06 comment added SevenSidedDie @mxyzplk In a comment to the question, Erik clarifies that there were personal issues between the players who inspired the Q.
Jul 1, 2011 at 2:08 comment added mxyzplk I don't see anything in the OP making this a "player" problem - it says Character B has a grudge against Character A. If they say they have a grudge, it's a character grudge, unless there's something you're not sharing.
Jul 1, 2011 at 1:49 answer added Brian Ballsun-Stanton timeline score: 12
Jun 30, 2011 at 23:25 history tweeted twitter.com/#!/StackRPG/status/86576131175751680
Jun 30, 2011 at 19:27 answer added Alticamelus timeline score: 0
Jun 30, 2011 at 16:59 answer added SevenSidedDie timeline score: 8
Jun 30, 2011 at 16:42 comment added SevenSidedDie I am tempted to tag this [playes-being-children] since that seems integral to the problem. But only tempted.
Jun 30, 2011 at 16:41 comment added SevenSidedDie Mechanics will never solve social problems that lie between the players. And if the social problem between the players didn't exist, the purpose, need for, and efficacy of mechanics becomes very different.
Jun 30, 2011 at 16:37 answer added Rain timeline score: 2
Jun 30, 2011 at 14:16 answer added Neil timeline score: 1
Jun 30, 2011 at 13:16 history edited Erik Burigo CC BY-SA 3.0
added 95 characters in body
Jun 30, 2011 at 13:00 comment added dpatchery In that case, the GM should use intimidate and tell the players to sack up and get over it.
Jun 30, 2011 at 12:49 comment added Erik Burigo That's my exact thought too. However, the example above is a real case that happened, and roleplay seemed tainted by personal issues between players. I'd like to introduce some sort of narrator's fiat in order to be Solomonic when childish behavior is involved (otherwise the problem shifts to an entirely different plane).
Jun 30, 2011 at 12:41 comment added dpatchery Just my $.02, but as in my answer to your other question, I would discourage using skill checks for social interactions between players. If die rolls affect how you interact with another player, you're taking away from the roleplaying aspect of the game and setting a precedent for future mechanization of conversation, which IMHO, is a bad thing.
Jun 30, 2011 at 12:39 answer added GMNoob timeline score: 1
Jun 30, 2011 at 12:28 history edited Erik Burigo CC BY-SA 3.0
added 1 characters in body
Jun 30, 2011 at 12:20 history asked Erik Burigo CC BY-SA 3.0