@Faraday said in IC Consequences and OOC Acceptance:
Some players will roll with things - I love that. But I’ve had some players quit over what I considered natural (non character-ending) consequences of their PCs’ actions, and others throw gigantic fits over the smallest of setbacks.
PC death is my personal hot-button because it ends the story and makes you start over from scratch. That’s not fun for me, so I don’t play (or run) games like that.
@SpaceKhomeini said in IC Consequences and OOC Acceptance:
I usually operate under the assumption that the character I’m helming is largely an idiot and does idiot things that will result in idiotic self-owns.
Sometimes I forget that I haven’t communicated this loudly enough with everyone around me and they get kind of cagey when I do stupid shit IC.
The fact that this needs to be communicated at all is kind of emblematic of the core issue. Most players in my experience don’t want their character to come off looking bad (in their opinion) because they think it makes them look bad. There’s such an over-investment in IC success, glory, and coolness that if someone is actively trying to embrace natural consequences or have their character do something stupid, it’s looked upon with suspicion or disdain.
I believe it’s not only the player not wanting to come off looking bad, which is part of it, but there are some who already have a concrete roadmap planned out for their character. Their character progression is like Lockheed Martin’s stock, the only way is up. In their mind, they already have an expectation that after one event, their character’s coolness and popularity is at this level, then after another event, they will attain a higher level, etc.
This means, if they perform an action that they feel is perfectly fine and cool, and the GM in that scene throws an unexpected wrench which may sidetrack, delay, or even mar their roadmap, then their character is ruined. They’re out. They do not want to go through the effort to take this new, uncertain Path B, because it was not part of their original plan. They play for the ‘W’, they don’t play for the collaborative story telling.