I might be underestimating your good taste, but come to think of it you might be the type to actually enjoy a game I run.In post 671, GreyICE wrote:What is this carebear nonsense? Characters die when they die.
Since on occasion I like to rant incoherently and leave people wondering if I'm all right, I'll do that here.
Whatever kind of person I am otherwise, I turn hard CN in RPGs. Not in the "let's find an excuse to kill people and take their stuff" kind of way, but more along the lines of - I don't care if your character dies. I don't care if
my
character dies. If you want an exercise in frustration as a GM, ask me what I want my character to be or do, because my answer is pretty much always going to be "whatever works for you". You may as well explain in small words what the scenario is as a prologue to each session because I most likely didn't do the assigned reading on which of these Famous Cities from Name-Brand World we should be going toward or which Well-Known God from Name-Brand Pantheon my character needs to prostrate before or wonder if we've made an enemy of. If you want to have your character juggle their tragic backstory, narrative arc, waifu, and side goals, I'll let you have that time and whatever you need from me to check your boxes; but at the end of the day what's relevant to me is how all of that informs your decisions when Ursine Facepuncher (Fighter 2 / Dumbass 3) gets hammered at the bar and starts mistaking the cleric for his estranged mother-in-law. Action! Adventure! Comedy! Trolling! And a lot less of the drama and romance since that mostly turns into wish fulfillment that reveals really creepy sides of the players. Your characters may not be on rails, but the encounters sure are and their rails run right through you. If you don't like those rails, try jumping off and I'll lay new ones that go elsewhere. If the whole party dies an ignominious death, maybe we'll replay a slight variation of the scenario next week when you'll hopefully suck less.I mean, the manner of speaking is exaggerated there but not really the content. My idea of an interesting game is heavily informed by a decade of playing video games where "roll playing" is the primary player interaction and the characters themselves are essentially predefined. I like the flexibility of melding multiple peoples' creative processes and playing with the consequences of the characters' actions, but I also understand that most people who sign up for role-playing games would much rather engage in
role-playing
(shock?) and treat encounters as pro-wrestling-style pageants where the outcome is generally assured rather than challenges where failure is what happens to parties that don't take them seriously. Because of that, I acknowledge that I should probably just go back to Fire Emblem, read the highlight quotes from other peoples' sessions, and politely decline any and all FATE games.tl;dr vi is a bad rper who plays saturday morning cartoons