hawkeyefan
Legend
You tagged me with a claim in the post I quoted. I'd like that explained is extremely straightforward
Your previous request was not straightforward. It was hard to parse. Your sentences tend to run on very long and so the subject becomes a bit unclear.
This request above is much clearer. You want me to explain post 495.
That's not the thing in question, stating lt says nothing. In 495 you made expectations of the player who is GM, that's a fact. Also in 495 you did not so much as mention the player who is a player so much as saying one word to another player through the entire process, that's also a fact. We can verify those two facts trivially by looking at post 495.hL. Things break down when you stop questioning assumed motivation and mindset to dismiss problems that stem from those facts.
Yes, I didn't elaborate in post 495 that the process described applies to all players in the game. I think I have clearly done so in subsequent posts. If not, I'll elaborate now.
The process is a collaborative one. No one is demanding things of others. No one should be surprised by the expectations. In games where the design is explicitly intended to deliver an experience we'd call neotrad, the participants should be aware of this. In games where the design is loose enough to allow for either trad or neotrad or some other kind of play, the group should discuss expectations and processes of play up front.
Either way, once play begins, everyone should be on the same page. The players should have strong character concepts with specific goals. These can be shared or not, but there should be some unifying element to the group... something that keeps them together. That can be an additional goal of some sort, or it can be some other bond... family, friendship, necessity, whatever.
The GM will work with the players, who will also work with each other, to discuss and firm up these ideas. Then the GM will add his own ideas... and then they can start.
The player in 495 does not extend the same expectations placed upon the GM to themselves and the other players. that is a step zero problem for neotrad to be open about without simply pointing at the gm because neotrad calls for players to be empowered with authority over new areas the GM is expected to abide by
I'm not really going to address the idea of problematic players. If someone is going to insist on doing something that the group isn't into or doesn't appreciate, then they're going to do it. All I can do is say that you seem to think that neotrad play somehow fosters problem players. But that's not the case.
- Because the player in 495 never asked about the gm's world there is no way to be sure that their character's described story fits the setting at all.
This depends, which is why I didn't comment on it. I don't think there's one way to do this. It's possible the game will take place in a known setting... let's say we're going to play the Alien RPG. No one's going to ask to play an elf.
Or... crazy idea incoming... the GM may not already have a world fully formed. Maybe he's waiting for the players' ideas to finalize things. That's how I often do it. I don't create a whole fictional world whole cloth before talking to players. What if they don't like any of the ideas I come up with?
Or even if I do have a strong sense of the world before play begins, maybe one or more of the players comes up with a really cool idea I hadn't thought of, that not only fits with my world, but enhances it? I mean, players are creative people, too.... there's no reason to just ignore their ideas because they have a different role in the game.
- Because the player in 495 never asked about the campaign there is no way to know if they have declared revenge on the new boss or whatever.
But isn't it trivially easy to work this out with the GM? They can just talk and come up with something that works.
- Becausethe player in 495 never spoke to the other players there is no way to know if their story is compatible (or worse in conflict) with the. Back stories of one or more other players.
That I didn't address this in the example doesn't mean it can't or won't happen. Everyone typically is involved in the process. Again... each of these points is eased if we think of everyone a bit more equally. It's not the GM's world... it's the group's world.
- Because the the GM is bound to honor the incompatible and conflicting backstories they are not capable of really doing anything about it. Lucky for the player I'm 495 they just need to hold firm longer than any other player to make sure their story wins.
Why would there be incompatible and conflicting backstories?
Why would the player characters' stories be at odds in any way?
Again, it's a collaboration, not a contest.
- Because neotrad places zero responsibility on the player in 495 towards the other players they are being a model neotrad player when they simply point at the powerless gm while saying "you fix it" just as they are complaing when the GM fixes it by changing or refusing to honor the back story from 495.
You've misinterpreted that post to the point of absurdity.
Story games and narrative heavy games are clear and take pains to avoid all of these kinds of conflicts. Neotrad does not even see them as fit to discuss or clearly address without questioning motive or "mindset"
I would say that there are many games that I don't think make a distinction between play styles or expectations, or that think multiple styles can be accommodated simultaneously. And while I wouldn't go so far as to say that's impossible, I think it'd be better if games were more explicit about this kind of stuff. Rather than "hey here's some rules, do what you like" they should actively explain the game's intentions and how to achieve them.
Otherwise, people wind up with really warped ideas about what a given style is about.