I assume the second occurrence of "PC" should read player?I just think most players put their PC first in most circumstances, and PC authority games make this more likely.
And are you reporting your experience, or your conjecture?
I assume the second occurrence of "PC" should read player?I just think most players put their PC first in most circumstances, and PC authority games make this more likely.
When I play my character, I'm focusing on being my PC. "Success" in this context seems like a metagame intrusion; I try to do what seems true to my PC.In general, the player's first focus is on the success of their PC (and somtimes, of the party) and on the immediate here-and-now elements that go into as best as possible ensuring that success.
I've posted various actual play examples upthread, from Marvel Heroic RP/Cortex+ Heroic Fantasy, Burning Wheel and Torchbearer. Which one(s) did you have trouble following?Yes to all of them. What I want to know is how different are they from FATE?
Do players still take turns at being the allmighty?
How is actually sharing responsibility so much better than having one person to coordinate everything?
How do you avoid the "I Win!" button, because other posters with much more experience, and much recent experience have seen it too. And not just one/once.
You can not be a jerk at the table, while still focusing your RP efforts on your PC's interests. Its a spectrum. I just think most players put their PC first in most circumstances, and PC authority games make this more likely.
Yes, I meant player the second time.I assume the second occurrence of "PC" should read player?
And are you reporting your experience, or your conjecture?
Good! That's an excellent place to start. I'd recommend looking at Ironsworn. It's free and complete at that link. It also has a solo play version that can help ease into learning about how these kinds of games can play (they don't all play exactly like this, but there are similarities).Yes, I meant player the second time.
I have never played a non-trad game with non-trad players, so it is conjecture based on the players i do have experience with. And they would have a very hard time not using player authority for their own advantage, and especially to their PCs individual detriment. I would likely have the same trouble. To me, it seems an alien play style.
The type of gamer you're describing is an entirely different species in my experience.
So, we're talking about "Trust the GM" and "Never Trust Players" and you respond with... scheduling? Um, okay.
Or is this an attempt to say that the GM is the most important person present so they deserve trust, while players are unnecessary individually so they don't? Struggling to find what you're saying here.
And they're taking you without prior experience.
Seems there's an equal chance in your thought experiment for a player to be bad for for that player to find out the GM is bad. So long as we accept the entirely made up numbers, of course.
We're talking about "Trust the GM" and "Never Trust Players."
I'm speaking to exactly why I think this happens. It seems you were trying to say it's all just percentages, without examining whys, so I thought I'd do that.
When I play my character, I'm focusing on being my PC. "Success" in this context seems like a metagame intrusion; I try to do what seems true to my PC.
No, I also play.
More or less, yes; I'm there to play my character(s) to the best of my/their abilities* in the setting given them by the DM. I actively try to turn off my DM-brain as a player, with varying degrees of success.
* - by this I don't necessarily mean playing them to their mechanical optimum; I mean playing them as themselves first and in the process trying to be at least somewhat entertaining.
I do. The character is mine, the setting it's operating in is not, nor is it any other player's, and nor should it be.
The moment the setting starts becoming part-mine (as a player) one of two things happens: either my status changes with regards to the other players at the table (which simply cannot end well in any way), or if we can each say "the setting is part-mine" it becomes a pointless exercise in arguing and cat-herding as we try to pull the setting in a number of different directions equal to the number of people at the table. And when the setting is built with the expectation and goal of being robust and consistent enough to endure through an open-ended (i.e. undefined but ideally very big) amount of time, play, characters, and players this becomes untenable.
My responsibility as a player pretty much starts and ends with showing up on time, being entertaining and engaged, having half a clue about the rules as they pertain to my character, and not being an asshat.
I think the DM's say in how the games go is at least equal to, if not greater than, the sum of the players' say. It's easier for the DM to save things whent he players have a bad night than it is for the players to save things when the DM has a bad night.
I don't think so.
Perhaps, but someone still has to have ultimate control over the setting if only to keep it consistent, which means having veto power over any proposed additions or alterations. That person is, most logically, the DM; and if players can't or won't accept this then sorry, I can't help 'em.
I do view games I'm not running as less "mine", but that mostly manifests in how much effort I put in, not how much I pay attention to what I'm doing is impacting other people. I'm far more haphazard as a player than a GM, but I don't entirely abandon my responsibility to everyone else.