• 7 Posts
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Joined 2 年前
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Cake day: 2025年1月3日

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  • There are many philosophies about roleplaying, but generally, it’s a collaborative storytelling exercise.

    The GM presents a situation, it’s up to the players to figure a way out. That means the GM doesn’t get to judge the player’s approach, only gets to make the world react according to an internal, consistent world logic. Sounds like what you did was consistent with your character. The how you did it is harder to ascertain.

    This could have broken in a couple ways:

    1. The GM could be preoccupied with your actions rather then the world reactions (i.e. railroading).
    2. You could have misread the game tone. (But then, if your character can cast spells, is a healer, and you do that, how far off can you be? And that should be easy to solve at the table, on the spot.)
    3. Maybe your actions could be viewed as rules lawyering. (“According to the rules, I can do this, and that’s what would happen.” kind of attitude.)

    I’m guessing a bit of each.

    Some systems are better at allowing the GM to control tone at the table, by allowing narrative to dictate the effect and difficulty / likelihood of consequences. Some are prescriptive (think D20 and their ilk, where roll results dictate narrative). Sounds like Draw Steel is more of the second nature, which makes such conflicts more likely. And if your GM avoids confrontation, it could be they were uncomfortable dealing with that conflict.

    The cause and solution to 98% of table problems is communication. Don’t leave things unsaid, even if you need to note it down to bring up after session. Use tools like Stars and Wishes to align everyone at the table after each session. And allow rulings and agreements at the table to trump rules as written.

    If the table consensus then makes you not like your character anymore (“I thought I’d be able to do that, but not really”), talk to them about retiring or turning that into an NPC and creating a new one. Or perhaps you want a different game, but then you’d be leaving with clarity and without a bad taste in your mouth.