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<blockquote data-quote="Manbearcat" data-source="post: 8451104" data-attributes="member: 6696971"><p>Collection of thoughts for you (or anyone) to respond to:</p><p></p><p>* No matter the situation with local or London-wide ordinances or local law enforcement douchebaggery or corruption, it would only be a thing for the Day phase of play (the Night phase is framed directly into the action of the Threat so whatever setting emerges from our Day phase wouldn't be an input into Night phase framing). Does that mitigate your concern or not-so-much?</p><p></p><p>* There are three frames of mind on the equation of "I'm imbued with a latent curse that turns me feral/savage" + "I'm trying to escape my past/fate on the other side of the ocean amidst a group of exotic monster hunters" + "I chose Fastest Gun in the West so I have persistent advantage when it goes to guns" + "I'm an American going into the precinct, wearing my low slung holstered Colt, and asking the Constable and his Deputy about the recent murders" + "violence resolution as xp trigger" + "reveal a treasured memory from the States during an intimate moment with another character xp trigger" (these latter two potentially being at tension during any given conflict):</p><p></p><p>One frame of mind is:</p><p></p><p>- I selected Fastest Gun in the West so when I go to guns I expect to be reliably capable of dispatching my foes.</p><p></p><p>- I selected Fastest Gun in the West because I want the temptation of escalating to violence with the related looming Sword of Damocles that goes with having a low slung Colt holstered on my hip where everyone can see it. Its symbolic for my curse. Surrendering to it is a savage, easy thing to do...but neither my enemies nor myself will escape the wrath of my succumbing to it. Can I keep it holstered? Can I escape its power over me?</p><p></p><p>- A combination of both of the above. </p><p></p><p>Knowing you, I would expect its the last answer (a combination of both where you're at severe tension of escalating to violence vs controlling that urge and resorting to intimacy and vulnerability instead).</p><p></p><p></p><p>So two questions:</p><p></p><p>1) If it is indeed the last one, wouldn't an ordinance around the gun be just the thing to test this dichotomy of succumbing to easy, savage violence vs controlling the curse of your blood and the cold steel on your hip...and adds another layer to it (an externality that attempts to wrest your decision from you...perhaps one American might deem that as a glorious boon...another American might see that as the easy way out with)?</p><p></p><p>2) As a GM, when I see a player make a move like the above (a foreigner who just waged a violent war of insurrection within the last century) to go to a law man and attempt to make friendly and squeeze some information out of the precinct's personnel...my radar is immediately ticked toward "this person wants law enforcement to be a potential Threat or a potential Side Character and we'll figure out (a) which they are and (b) , if Threat, what that looks like (with the selection of Fastest Gun in the West and the chilling, big ass Colt on their hip being a thing)?"</p><p></p><p>Then, of course, if they don't like the result, they always have the Janus Mask (a limited use resource which will end up retiring your character if you use it enough) to fall back on.</p><p></p><p></p><p>What do you think about (1) and (2) above both as (a) the player of the character and (b) the character itself.</p><p></p><p>Finally, if (2) is a correct read, is the "misread" (of the implication in the character playbook choices + action declaration) basically "I don't want gun laws to be a potential persistent input into framing or consequences during The Day Phase of play...I just want succumbing to violence vs maintaining control and intimacy motif...your consequence of a 6- move becoming a potential, persistent input into Day scene-framing makes my PC life difficult in a way that I didn't invite (eg - mean to signal)."</p><p></p><p></p><p>[USER=7016699]@prabe[/USER] , my guess is that your of a similar mind to [USER=16814]@Ovinomancer[/USER] on this. That my last paragraph I've written above is where you might fall if this was an output of action resolution and then a subsequent input on conflict framing? I would be curious what your better half would feel if I complicated her Day Phase life with a OMG WITCHCRAFT albatross around her neck becoming a potential persistent input into Day phase framing as the result of a 6- move (supernatural counselling or ritual or dark entity conflict - all xp triggers - + her character's Quarters, theme, and motif)?</p><p></p><p>I'm curious what others think on this. I'm particularly curious about the reality that this playbook move selected is an important part of build currency:</p><p></p><p>Is a gunslinger's weapon (selected build currency) or a Warlock's divination's (same) fair game to become potential complications during a phase of play where conflict is not inherent (but manifests as an outgrowth of action resolution or the accretion of PC moves that bring conflict/threat into the fold). Or is that generally no bueno? What if the game is agnostic about that and the premise of the game and the character isn't specifically about "how many enemies can you dispatch with your Colt and how well can you dispatch them" (or in the Warlock's case "how much good council can you receive and provide from your divinations?").</p><p></p><p></p><p>This is pretty complicated stuff and the straight-forward answer is "if the player sincerely isn't pleased by the move and doesn't feel the game is serviced by it...CONVERSATION OVER...pick a different move." But that analysis is the sort of "find the fun" analysis and I'm looking for a deeper dive.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8451104, member: 6696971"] Collection of thoughts for you (or anyone) to respond to: * No matter the situation with local or London-wide ordinances or local law enforcement douchebaggery or corruption, it would only be a thing for the Day phase of play (the Night phase is framed directly into the action of the Threat so whatever setting emerges from our Day phase wouldn't be an input into Night phase framing). Does that mitigate your concern or not-so-much? * There are three frames of mind on the equation of "I'm imbued with a latent curse that turns me feral/savage" + "I'm trying to escape my past/fate on the other side of the ocean amidst a group of exotic monster hunters" + "I chose Fastest Gun in the West so I have persistent advantage when it goes to guns" + "I'm an American going into the precinct, wearing my low slung holstered Colt, and asking the Constable and his Deputy about the recent murders" + "violence resolution as xp trigger" + "reveal a treasured memory from the States during an intimate moment with another character xp trigger" (these latter two potentially being at tension during any given conflict): One frame of mind is: - I selected Fastest Gun in the West so when I go to guns I expect to be reliably capable of dispatching my foes. - I selected Fastest Gun in the West because I want the temptation of escalating to violence with the related looming Sword of Damocles that goes with having a low slung Colt holstered on my hip where everyone can see it. Its symbolic for my curse. Surrendering to it is a savage, easy thing to do...but neither my enemies nor myself will escape the wrath of my succumbing to it. Can I keep it holstered? Can I escape its power over me? - A combination of both of the above. Knowing you, I would expect its the last answer (a combination of both where you're at severe tension of escalating to violence vs controlling that urge and resorting to intimacy and vulnerability instead). So two questions: 1) If it is indeed the last one, wouldn't an ordinance around the gun be just the thing to test this dichotomy of succumbing to easy, savage violence vs controlling the curse of your blood and the cold steel on your hip...and adds another layer to it (an externality that attempts to wrest your decision from you...perhaps one American might deem that as a glorious boon...another American might see that as the easy way out with)? 2) As a GM, when I see a player make a move like the above (a foreigner who just waged a violent war of insurrection within the last century) to go to a law man and attempt to make friendly and squeeze some information out of the precinct's personnel...my radar is immediately ticked toward "this person wants law enforcement to be a potential Threat or a potential Side Character and we'll figure out (a) which they are and (b) , if Threat, what that looks like (with the selection of Fastest Gun in the West and the chilling, big ass Colt on their hip being a thing)?" Then, of course, if they don't like the result, they always have the Janus Mask (a limited use resource which will end up retiring your character if you use it enough) to fall back on. What do you think about (1) and (2) above both as (a) the player of the character and (b) the character itself. Finally, if (2) is a correct read, is the "misread" (of the implication in the character playbook choices + action declaration) basically "I don't want gun laws to be a potential persistent input into framing or consequences during The Day Phase of play...I just want succumbing to violence vs maintaining control and intimacy motif...your consequence of a 6- move becoming a potential, persistent input into Day scene-framing makes my PC life difficult in a way that I didn't invite (eg - mean to signal)." [USER=7016699]@prabe[/USER] , my guess is that your of a similar mind to [USER=16814]@Ovinomancer[/USER] on this. That my last paragraph I've written above is where you might fall if this was an output of action resolution and then a subsequent input on conflict framing? I would be curious what your better half would feel if I complicated her Day Phase life with a OMG WITCHCRAFT albatross around her neck becoming a potential persistent input into Day phase framing as the result of a 6- move (supernatural counselling or ritual or dark entity conflict - all xp triggers - + her character's Quarters, theme, and motif)? I'm curious what others think on this. I'm particularly curious about the reality that this playbook move selected is an important part of build currency: Is a gunslinger's weapon (selected build currency) or a Warlock's divination's (same) fair game to become potential complications during a phase of play where conflict is not inherent (but manifests as an outgrowth of action resolution or the accretion of PC moves that bring conflict/threat into the fold). Or is that generally no bueno? What if the game is agnostic about that and the premise of the game and the character isn't specifically about "how many enemies can you dispatch with your Colt and how well can you dispatch them" (or in the Warlock's case "how much good council can you receive and provide from your divinations?"). This is pretty complicated stuff and the straight-forward answer is "if the player sincerely isn't pleased by the move and doesn't feel the game is serviced by it...CONVERSATION OVER...pick a different move." But that analysis is the sort of "find the fun" analysis and I'm looking for a deeper dive. [/QUOTE]
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