Ovinomancer
No flips for you!
Sure, he liked my post, though.I don't think you're lying, but I think I'll hear it from Campbell before I believe you've got it right.
Sure, he liked my post, though.I don't think you're lying, but I think I'll hear it from Campbell before I believe you've got it right.
You mean the line where you suggested I was trivializing play people like, and where I made that useless by pointing out that I do, in fact, like and engage in that exact play? Yes, I can see how that might be frustrating for you when I didn't conform to the box you wanted to put me in.When you make it a line of discussion with you is useless--and you've done it more than once now--you shouldn't be surprised if I consider it useless.
And it seems some pay more attention to the final score while others are more interested in how it gets there.No, it's like taking ANY hockey game and saying that the end score is GOING to be 3-2, and then talking about how it matters which teams actually played because of the details of how they managed to get to the ordained end result of 3-2.
Apropos of nothing else, this is a really cool variant on what is otherwise a pretty bland ability in D&D. I like it!I'd note that DW play sheets (classes) are heavily centered on the characterization provided too. For example the Paladin starts with these moves:
4. Lay On Hands - Heals wounds, but its risky, they could transfer to you instead! Nice way to easily take a risk for another, which is a pretty common theme here.
It might be true of the zoomed out story, but story also includes what individual characters do and how they interact with each other and the NPCs, not just the thrust of overall events.
I get exactly what @hawkeyefan and @Ovinomacer are saying.Can you enlarge on what you mean by "interchangeable" here? Because that seems--off. Even if you end up at the same final destination, the trip is going to feel pretty different depending on the characters in play to me, and that doesn't seem to make them "interchangeable" in any sense other than "they can all fit in this game" which, frankly, describes a lot of game characters.
I agree. When I look at successful scenarios deliberately intended for "story now" play - I'm thinking of some for Prince Valiant, especially but not only Greg Stafford's, and also some Robin Laws ones for HeroWars - they present a single situation. Everything else is part of framing. The framing may be extended - for instance, it may involve action declarations which affect how certain NPCs engage with the PCs at the climax - but it is framing, not a thematically determinative climax.If the GM is bending everything to create a path to Dark Clouds, then they are asserting story authority, authorial control over the direction of the plot and content of the game. It is a moot point if the players have 'autonomy over character action' if the only situations they are presented with are designed to inevitably give them no real option except Dark Clouds! And make no mistake, this is exactly what happens, and its exactly why the whole 'AP' type of setup is almost inevitably going to lead to some measure of GM assertion of authority, because you have only certain finite material in your AP and it needs to be engaged.
So, given that we are hardly going to give up on the idea of pre-written adventures, at least for most people engaging in RPG play, there would seem to be a need for a way to avoid this pitfall!
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Honestly, I think it is REALLY not that easy to generate adventures in a Story Now paradigm. At least not complex or extensive ones.
Related to this: a friend and I have started a BW game together where we each have a PC, and each is in charge of framing and consequence generation for the other. So far we're only one session in, but it seemed to work at least for that session.Why does any particular feature of RPG's exist? It is just a way of structuring a game. There is a function, deciding the fiction content of the next scene, which is going to be accomplished in SOME way. One way is to have a designated 'scene content generating person'. There are obvious implications to that, as there would be to say rotating that position on some sort of basis (say after each scene ends). One issue with players taking the role usually assigned to a GM is the Czege Principle. That is, its hard to make a scene that has any tension in it where the author of the scene is also directly involved as one of the participants resolving whatever conflict it represents. Reserving that position for a specially designated participant, and having that participant forego playing a PC, obviates that issue. It brings a different perspective to the table. This is not to say that collective story telling games cannot work, and they could be Story Now (probably would tend to be). That is just clearly a bit different category of game, and one that, so far, has not proven to be popular with game designers, though I guess there have been a few experiments here and there.
I did build a story-now MERP/LotR game, using MHRP/Cortex+ Heroic. The details are here.I would say this, if you were to build a Middle Earth Story Now game, I don't think you would center it on the War of the Ring, or at least on the Fellowship of sketched in areas.
One thing you're being invited to do, I think, is to observe how - given the fact you've pointed out - playing an AP might be different, in certain reasonably specifiable ways, from other well-known approaches to RPGing. And perhaps also that it might be useful to have some terminology to talk about the differences of method, the differences of experience, etc that flow from this.I am not quite sure what I'm supposed to do with this ground-breaking observation that a writer of an adventure path who has never met me or even heard of me, who wrote the module years before I made my character, might not have perfectly incorporated the unique backstory of my character into the adventure.
And you haven't considered that other viable alternative explanations could exist apart from the one explanation that require you to condescendingly cast aspersions at other people's roleplaying or GMing?It's an argument, but since I'm in a AP at the moment where what the poster described is not happening, the question comes down to "Is this a necessity of that style and we're somehow special snowflakes that avoid it, or is it an artifact of that style interacting badly with some people who simply shouldn't be playing in it because they're not motivated enough by themselves to avoid that?" The latter can come across as kind of critical, but I'm really seriously having trouble believing we're such focused roleplayers that we can somehow maintain that sort of thing where others can't (especially since I'm old and frankly off my game a fair bit and I manage).
I think that you are adding some needless leading assumptions in your questions that are skewing your conclusions.Basically, the question I have to ask is "Is it necessary for for the actions of the PCs to really change the results of a campaign for someone to be able to stay in character while participating in it and not just treat it as an extended wargame?" And the answer I have to give in terms of watching a rather lot of people play in games over the years that did not have any longterm thrust at all is "No." At that point I have to conclude that these are a mix of general failure states (people who don't focus on their characterization at all consistently--token play has existed since the start of the hobby) and people who need more engagement with what's going on to be able to do so. But I have no reason to believe the latter is particularly a common case, and to the degree the first is, it doesn't care what kind of game is going on.