I'm probably missing something here, but why does one need to be able to get past performative instincts (as opposed to just turn them loose and embrace them) in order to do anything?I do not think mechanics are required to routinely get to place where we are meaningfully exploring character. Freeform techniques are part of the answer, but not always the whole answer. What I absolutely do think is absolutely required is intention, technique, and discipline on the part of everyone involved. You have to be able to get past the performative instincts to get to the real stuff.
Now and then, yes. As long as the mechanics can get out of the way (or be forced out of the way) when they're not needed, all is good.The right mechanics can sometimes be a boon here, but can also serve as a safety valve to avoid engaging with your character and their environment.
When using someone else's script, e.g. for a stage performance, I agree; in that you have to try to interpret what someone else has written. By contrast, in RPGs - unless using pre-gens - 99+% of the time you are the sole author of your character and thus you're only having to interpret your own ideas, which (in theory) is much easier.My personal experience is that if you want to reliably get to that place where you really embody a character it does not just happen naturally.
This is also an aspect of play where social mechanics can become significant.
Can, but don't have to; these things can be explored just as well absent mechanics.
In my reference to social mechanics I wasn't thinking so much about inhabiting or expressing a character, but about making a point, via play, about some thematic/evaluative/moral issue. I think this can b hard if - for instance - the GM is free, or even moreso is obliged, to have all the right-minded NPCs/gods/cosmic forces respond in a pre-given way to what a player's character does.I do not think mechanics are required to routinely get to place where we are meaningfully exploring character.
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My personal experience is that if you want to reliably get to that place where you really embody a character it does not just happen naturally. It requires intention and discipline. The right set of rules and/or less formal techniques applied artfully can help to maintain that intention and discipline. There's nothing special about whether you write your process down on paper or not.
For my 1840s Vienna Urban Fantasy game, the supernatural was also a way to explore the ethno-nationalistic,* liberal, imperialistic, and class tensions within the Austrian Empire before the 1848 Revolutions.
* Before the 1848 the Austrian Empire included territories part of the following modern day countries: Austria, Hungary, Croatia, Serbia, Czechia, Slovakia, Slovenia, Romania, Italy (Venice and Milan), Poland, and the Ukraine.
I was responding to the first of the above quotes - using "about" to refer to the theme that is explored rather than the literal subject matter.It's about a Viennese supernatural investigation society.
So it's Simulationism when the GM picks the themes and Narrativism when the players pick the themes? So what does Ron Edwards say it's called when pemerton, who was neither a player nor a GM in this one-shot, picks my campaign's themes?I was responding to the first of the above quotes - using "about" to refer to the theme that is explored rather than the literal subject matter.
I'm not picking. I'm trying to describe based on what you posted. If I've misunderstood what you meant by "the supernatural was also a way to explore the ethno-nationalistic,* liberal, imperialistic, and class tensions within the Austrian Empire before the 1848 Revolutions" then you might explain how. Or not, obviously. But I think your actual approach is a bit weird. Are you inviting me to keep guessing? Or hinting that you don't want to talk about it? Or something else?So it's Simulationism when the GM picks the themes and Narrativism when the players pick the themes? So what does Ron Edwards say it's called when pemerton, who was neither a player nor a GM in this one-shot, picks my campaign's themes?
That's not in dispute. The issue of player agency arises when we consider who it is who gets to decide the answers to the thematic questions that are posed?the setting shapes a lot of a game's themes. If the group decides to sit down and play Blades in the Dark, a lot of the themes are essentially pre-selected and outside the hands of either the GM or players. Same would certainly be true if people sat down to play Prince Valiant.
It was oriented towards supernatural investigation. The ethno-nationalistic themes that could have been explored were not because it was a one-shot focused on investigating a haunted house and not a long-term campaign. As we were using Fate, my players were of course more than welcome to answer whatever questions were naturally posed by the setting or to incorporate said themes into their aspects. Due to the political makeup of my players, I doubt though that my players would have been fond of answers supportive of either nationalism (definitely not big in Austria post-WW2) or Austrian imperialism.I don't know, in your 1840s Austrian one-shot, whether the game system itself oriented towards nationalism (this tends to be D&D's default, but you weren't playing D&D I don't think) or cosmopolitanism (I believe that is your personal inclination, but I don't know if you built that into your system) or left it open (in the sort of fashion that, say, DitV does).
Well, it can be a more complex equation than that. There doesn't necessarily need to be a 'risking failure' element. Success (or failure) could be a forgone conclusion, even built into the premise. The questions can be in the nature of "what is the price of success?" for example. Is it worth the price you paid? If you pay this terrible price to achieve what you originally intended, did you actually achieve something worthwhile or not? I mean, this is just one example, there could be many others. It could be straightforward like "you can die, or you can submit to slavery." What role does your conception of honor play in this? Or, as in my 'doomed space station' one-shot, how do you face certain death? What sort of perspective does that give you?If you're examining a theme of some kind with a character, then I think there needs to be risk involved. I think this came up a hundred or so pages ago, but I think it's really relevant. The risk of failure needs to be real.....if your theme is one of redemption, then that's something that the character must be able to either succeed or fail at. It shouldn't be as simple as a player deciding at character generation "My character is trying to atone for his horrible past" and then simply plays the character as they would just about any other, engaging in the group's goals, and occasionally monologuing about their sordid past. If there is no struggle for the....if it's all simply up to the player, then it's not much of an examination of redemption.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.