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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7581604" data-attributes="member: 82106"><p>Right, you might have some sort of resource(s) that represent (IE are explained as) 'being a noble', but they're still simply based on some dice pool or set of character distinctions, and the other players' PCs equally have 'stuff'. Some might actually work out to be more advantageous than others, or players might deploy them with greater or lesser skill at play, but they should have roughly similar 'plot power' notionally. </p><p></p><p>I think Champions was one of the early games to practice something like this. You simply built your character out of 'points' IIRC. One guy had an iron fist that did a lot of damage when he punched things. Another guy had a hallucinogenic drug habit that let him bend the bad guys minds. It didn't even matter how your 'power' came about, that was irrelevant and you were allowed to flavor it any way you wanted. As I recall some flavorings had a limited narrative and mechanical impact. So if your power was a 'gun' then the possibility existed it could get lost or broken or something and so maybe it was a bit cheaper. This was still pretty limited though compared with the deep mechanical and game process integration of aspects into FATE for example, or even moves into Dungeon World. </p><p></p><p>I don't really think Gygaxian player challenge games are less sophisticated than modern 'indie' games, particularly, or necessarily less interesting, but there sure seem to be a lot of people who literally cannot tell the difference between OD&D and role playing in general, and are carrying around a lot of baggage!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7581604, member: 82106"] Right, you might have some sort of resource(s) that represent (IE are explained as) 'being a noble', but they're still simply based on some dice pool or set of character distinctions, and the other players' PCs equally have 'stuff'. Some might actually work out to be more advantageous than others, or players might deploy them with greater or lesser skill at play, but they should have roughly similar 'plot power' notionally. I think Champions was one of the early games to practice something like this. You simply built your character out of 'points' IIRC. One guy had an iron fist that did a lot of damage when he punched things. Another guy had a hallucinogenic drug habit that let him bend the bad guys minds. It didn't even matter how your 'power' came about, that was irrelevant and you were allowed to flavor it any way you wanted. As I recall some flavorings had a limited narrative and mechanical impact. So if your power was a 'gun' then the possibility existed it could get lost or broken or something and so maybe it was a bit cheaper. This was still pretty limited though compared with the deep mechanical and game process integration of aspects into FATE for example, or even moves into Dungeon World. I don't really think Gygaxian player challenge games are less sophisticated than modern 'indie' games, particularly, or necessarily less interesting, but there sure seem to be a lot of people who literally cannot tell the difference between OD&D and role playing in general, and are carrying around a lot of baggage! [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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