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*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="pemerton" data-source="post: 6076482" data-attributes="member: 42582"><p>Interesting post - when I said "GM or system" I should have added, I guess, "or source material as mediated through system and social contract".</p><p></p><p>Interesting also that you have to tweak the "alignment" rules to do your narrativist drift - that doesn't surprise me at all. And I've had simlar experiences in play - not of drifting a formal mechanic, but of drifting table practices: at the start of the campaign, when people are still finding their feet with their PCs and with the gameworld, the players look to me as GM for guidance on moral questions that confront their PCs; but as the game progresses, and everyone's sense of what it's about becomes firmer, the players (sometimes quite forcefully) take the reins!</p><p></p><p>Very interesting! I've never GMed CoC, and it's quite a while now since I've played it. I wonder if I'd have the same experience.</p><p></p><p>I agree with all this. I don't think the story loading of PPs is irrelevant - I think it's hugely important. What I was trying to convey, though, is that the player doesn't have to "earn" it.</p><p></p><p>So in my game, the player of the drow sorcerer wanted to take Demonskin Adept as his PP, and so from about 8th level, whenever the PCs defeated demons, he would describe his PC cutting up bits of their skins and gradually sewing together his demonskin cloak. And I introduce an element into the game - sigils of chaos that appeared, tatooed, on the insides of his eyelids after a dream about the Queen of Chaos - in anticipation of his 16th level feature, which involves blinding both himself and his enemy on a crit.</p><p></p><p>But I think both player and GM incorporating these sorts of story aspects is very different from the "questing" model in AD&D or BECMI, where finding your warhorse, or achieving your immortality, actually has to be played out as a part of the game with a real chance of mechanical failure for the player, and hence ingame failure for the PC.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6076482, member: 42582"] Interesting post - when I said "GM or system" I should have added, I guess, "or source material as mediated through system and social contract". Interesting also that you have to tweak the "alignment" rules to do your narrativist drift - that doesn't surprise me at all. And I've had simlar experiences in play - not of drifting a formal mechanic, but of drifting table practices: at the start of the campaign, when people are still finding their feet with their PCs and with the gameworld, the players look to me as GM for guidance on moral questions that confront their PCs; but as the game progresses, and everyone's sense of what it's about becomes firmer, the players (sometimes quite forcefully) take the reins! Very interesting! I've never GMed CoC, and it's quite a while now since I've played it. I wonder if I'd have the same experience. I agree with all this. I don't think the story loading of PPs is irrelevant - I think it's hugely important. What I was trying to convey, though, is that the player doesn't have to "earn" it. So in my game, the player of the drow sorcerer wanted to take Demonskin Adept as his PP, and so from about 8th level, whenever the PCs defeated demons, he would describe his PC cutting up bits of their skins and gradually sewing together his demonskin cloak. And I introduce an element into the game - sigils of chaos that appeared, tatooed, on the insides of his eyelids after a dream about the Queen of Chaos - in anticipation of his 16th level feature, which involves blinding both himself and his enemy on a crit. But I think both player and GM incorporating these sorts of story aspects is very different from the "questing" model in AD&D or BECMI, where finding your warhorse, or achieving your immortality, actually has to be played out as a part of the game with a real chance of mechanical failure for the player, and hence ingame failure for the PC. [/QUOTE]
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