A pivotal point in my TTRPG experience was FuzzyGeff's brother when we were all in high school.
We asked an NPC in his AD&D world why we would want to take on the adventure and the NPC replied, "for the experience points!"
Even at that young age I found that a little too meta.
But it was a turning point, because I really was playing the character to get experience and advance in levels, but maintaining a thin veneer of role playing to justify my actions.
This expanded into Champions where who the character was mattered more when we were trying to replicate comic book heroes and not playing pieces on a board.
It led to us doing more of an amateur theater improv than strictly following the game rules.
Adopting role over roll.
We thought it was a lot more fun, actually.
We measured success in how well we adhered to our character's personality and background rather than how many experience points we gained or levels we attained.
LBB Traveller made that real easy, it's experience system was nearly non-existent.
GURPS made it even easier, because you could codify much of your characterization in the advantages, disadvantages and quirks. To the point that I found it difficult to stay in character without those built in crutches.
But it was also rewarding.
The battle of the turkey was one such reward.
Another was being slain by a giant spider as I delivered a mortal blow to it while defending a helpless maiden. I remember being thrilled that my character had died! He'd died honorably, a hero's death.
Just playing the rules and a playing piece would not have given such a reward.
RPG done correctly. Applause. -- db
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