hawkeyefan
Legend
Your blades flashback mechanic fits situation agency but not character agency. The "time is now" portion excludes it from being character agency.
Good catch, thank you! I knew there was something I was missing.
Your blades flashback mechanic fits situation agency but not character agency. The "time is now" portion excludes it from being character agency.
Right. So you didn't need rules for it.I'm sure @Campbell can clarify himself, and much more succinctly, but I think it's the idea that the absence of these things from the game make it clear that they are not essential. They don't need to be present. If something doesn't need to be present, how important can you really claim that it to be?
Yes, you can add these elements. I described my 5E game where we did exactly that. But the system does NOTHING to support this. It works only because my players and I make it work.
How?I would also say that some of the rules get in the way.
The people are ones who decide what's important. If it is important to you then it is important in the game. (There are also guidelines for awarding XP for non-combat encounters, not that I would bother with XP at all.)This is why I mentioned how having actual rules or attributes of your PC that are required and giving those some weight speaks to their importance. Just as the award system of a game will tell you a lot about what it's about, so do other rules.
The fact that all you get in 5E as written for actually role-playing your Traits, Ideals, Bonds, and Flaws is an Inspiration die (most likely to be used in combat) and not XP is very telling, isn't it?
Why you need the game book to say that? Why can't the GM and the players decide that the game is about that?I would rephrase that a bit. It's not about forcing a certain kind of play....it's about actively promoting it. Saying "this game is about X".
So I've been meaning to respond to your post for a while, because I appreciate the time and thought that went into it. But first, I have a question.
For the two Agency Types above, the distinction appears to only be "impact in the fiction now" versus "impact in the fiction later on"; is that right? If so, what are the reasons you made this distinction?
Right. And perhaps it is because for a long time I've played tabletop RPGs in an environment where most of the participants are also LARPers, that the idea that the game is 'about' the stuff it has most rules for seems utterly bonkers to me. Like sure, if the game has rules for something, then that something can probably reasonably be expected to be featured in some extent, because, otherwise, why bother having those rules? But I just strongly feel that there is a lot of stuff that only doesn't need a lot of rules to handle, but is actively negatively affected by mechanising it. Your mileage will most definitely vary.So I think as long as we are putting things in generalizing buckets that apply universally and saying this needs rules or this does not need rules we are not going to get to the interesting part of the conversation. We need zero rules at all (including no formal divisions of authority) to roleplay. We literally can just do it. I know because that's what I did before I played D&D. I also ran a session entirely freeform in our mecha game while we were working on transitioning from one game system to another.
We might desire some things to be part of the formal rules of a game. We might even want that to change from game to game. What's interesting to me is the impact of those formal systems as well as the culture of play surrounding a game which is just as important to me personally.
Right. So you didn't need rules for it.
How?
The people are ones who decide what's important. If it is important to you then it is important in the game. (There are also guidelines for awarding XP for non-combat encounters, not that I would bother with XP at all.)
Why you need the game book to say that? Why can't the GM and the players decide that the game is about that?
Up to now I'm not sure how clearly (or if at all) you noted that the existence of the former comrades was already pre-established. Given that, that he meets one now in a place where one might reasonably be found makes perfect sense, no matter what mechanics were used to arrive at that narration.He kept a lookout for them, in a place where they might be around (ie in the neighbourhood of the old border forts along the river).
The existence of these former comrades is already established at the very start of the campaign: Thurgon has a Reptuation (Last Knight of the Iron Tower) and multiple relevant Affiliations (including with the Order of the Iron Tower) which establish the existence of these NPCs. More generally, it is established that Thurgon has been alive for nearly 30 years, in that time serving as a page and a squire and a knight of his order, and hence has met many people. (Other Affiliations include with the nobility and with his family; he has since also acquired an infamous reputation in Hell, as an intransigent demon foe.)
So the flow is: current fiction, which includes the fact that Thurgon has former comrades and also that he is in the neighbourhood of the old border forts -> character action (ie keep an eye out for former comrades) -> mechanic resolves -> update fiction (ie Thurgon and Aramina meet Friedrich, a former member of Thurgon's order).
The little dog is my token (or avatar) in Monopoly but that doesn't mean I'm role-playing it.One-true-wayism isn't something I'm going to consider. Roleplaying is a much broader category of behaviors that what you prefer.
No, it means, literally, taking on a role. If I take on the role of Bob the fighter in the game, then Bob the fighter is my avatar there. I don't have to play-act or take on a persona for this to be true.
Au contraire, mon ami. That's exactly when it becomes worth discussing: differences in table ideas.But it's not part of the game you're playing, or the game I buy off the shelf. The moment we look at a game as only the custom version we create at a table, that's the moment there's no point in discussing it.
What rule do you have in mind in AD&D?some systems (e.g. 1e D&D and some LARPs) actively reward "good roleplaying" (in 1e this is done via added XP, and faster/cheaper training at level-up).
For me to provide those explanations would take another thread as long as this one, as the game I run and play is an almost-completely-homebrew kitbash that started with the 1e chassis and has since had 40+ years of refinements, tweaks, experiments, deletions, additions, and general screwery to get to where it is today*.I think it would help a lot if people were able to make a distinction between the game as presented and the game as they play it. Assuming that your specific approach and house rules and social contract is somehow evident to all seems to be part of the challenge in discussion. Especially when we're talking about a game like D&D where, depending on edition, you can have wildly different interpretations of how the game is "supposed" to be played.
There is the game as written, and then the game as played. What's written is what is common to us all, and so that should be all that is assumed in discussion. Any social contract changes or actual rules changes or shifts in approach or process need to be explained. These are great.....I think actual examples of these and why people do them would really help the discussion....but they need to be explained.