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<blockquote data-quote="pemerton" data-source="post: 9246444" data-attributes="member: 42582"><p>I'm not sure who you're replying to - there are a few posters in this thread whose posts I can't see - but what is the ostensible basis for claiming that it <em>subverts</em> "story now" play for a character to go from priest to heretic, or from bodyguard to assassin? I mean as you say it all depends on context, but on the face of it either of those sounds like it could be quite awesome!</p><p></p><p>Is there a poster who is confusing neotrad-ish sim with story now? I mean, I'm reminded of <a href="http://www.indie-rpgs.com/articles/15/" target="_blank">this from Edwards</a>:</p><p></p><p style="margin-left: 20px">Consider the behavioral parameters of a samurai player-character in Sorcerer and in GURPS. On paper the sheets look pretty similar: bushido all over the place, honorable, blah blah. But what does this mean in terms of player decisions and events during play? I suggest that in Sorcerer (Narrativist), the expectation is that the character will encounter functional limits of his or her behavioral profile, and eventually, will necessarily break one or more of the formal tenets as an expression of who he or she "is," or suffer for failing to do so. No one knows how, or which one, or in relation to which other characters; that's what play is for. I suggest that in GURPS (Simulationist), the expectation is that the behavioral profile sets the parameters within which the character reliably acts, especially in the crunch - in other words, it formalizes the role the character will play in the upcoming events. Breaking that role in a Sorcerer-esque fashion would, in this case, constitute something very like a breach of contract.</p><p></p><p>In "story now" play, it's not a breach of contract for the PC to "explode" in some fashion: it's expected!</p></blockquote><p></p>
[QUOTE="pemerton, post: 9246444, member: 42582"] I'm not sure who you're replying to - there are a few posters in this thread whose posts I can't see - but what is the ostensible basis for claiming that it [I]subverts[/I] "story now" play for a character to go from priest to heretic, or from bodyguard to assassin? I mean as you say it all depends on context, but on the face of it either of those sounds like it could be quite awesome! Is there a poster who is confusing neotrad-ish sim with story now? I mean, I'm reminded of [url=http://www.indie-rpgs.com/articles/15/]this from Edwards[/url]: [indent]Consider the behavioral parameters of a samurai player-character in Sorcerer and in GURPS. On paper the sheets look pretty similar: bushido all over the place, honorable, blah blah. But what does this mean in terms of player decisions and events during play? I suggest that in Sorcerer (Narrativist), the expectation is that the character will encounter functional limits of his or her behavioral profile, and eventually, will necessarily break one or more of the formal tenets as an expression of who he or she "is," or suffer for failing to do so. No one knows how, or which one, or in relation to which other characters; that's what play is for. I suggest that in GURPS (Simulationist), the expectation is that the behavioral profile sets the parameters within which the character reliably acts, especially in the crunch - in other words, it formalizes the role the character will play in the upcoming events. Breaking that role in a Sorcerer-esque fashion would, in this case, constitute something very like a breach of contract.[/indent] In "story now" play, it's not a breach of contract for the PC to "explode" in some fashion: it's expected! [/QUOTE]
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