Charlaquin
Goblin Queen (She/Her/Hers)
Interesting perspective. I certainly think embracing the distinct roles of player and GM and playing to see what happens when they interact is a viable strategy for resolving the apparent contradiction you lay out, but I’m not sure what you mean by “Players of PCs play their characters like stolen cars and simply protagonize.” Honest adversity is also a very loaded phrase. What does it mean for a GM, who has complete control over the world and everything in it besides the PCs to provide “honest adversity”? If the GM wishes the PCs to fail, they can insure they do so, which calls into question the honesty of any adversity they may provide.The Impossible Thing Before Breakfast was brought up a few pages back. I think it's important to also consider Jesse Burneko's Second Impossible Thing Before Breakfast.
I consider both of these to be true :
There are a couple of ways we can skin this cat (if we are interested in narrative/story)
- It is impossible for the GM to control of the trajectory of the story while the other players control the protagonists/main characters.
- It is impossible for the player of a PC to control the story while the GM controls the adversity they face.
None of these strategies gets away from the impossible things. They are just ameliorate the tension that exists between our narrative desires and the realities of gaming.
- Embrace the things we each control and play to find out what happens when they both meet. Players of PCs play their characters like stolen cars and simply protagonize. GMs provide honest adversity. Lots of tension. Lots of risk.
- Embrace the principles of improv theater. Lots of "Yes, And" and "No, But" style of collaboratively telling a story together.
- Players subvert their play of their characters to the story the GM is trying to tell and the GM might weave in elements of their backstory, character concepts, desires for story arcs, etc.
- Illusionism
The group improv strategy is a viable one as well, though I personally think it’s one that diminishes the game aspect of Roleplaying Game.
Strategy number 3 I can’t make sense of. I’d be interested to hear you expand more on what you envision this looking like.
Illusionism is another very loaded term. I question the use of it as a fourth strategy as opposed to a tool which may or may not be used in service of other strategies.
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