hawkeyefan
Legend
Now you’ll be asked to define “mechanics”....
For my 1840s Vienna Urban Fantasy game, the supernatural was also a way to explore the ethno-nationalistic,* liberal, imperialistic, and class tensions within the Austrian Empire before the 1848 Revolutions.Yeah, I am not really down on Urban Fantasy, and I know some of it is pretty good. Like any popular genre it seems like it got flooded with a lot of mediocre work at some point, particularly certain themes... Same can be said for traditional fantasy, etc. I only mentioned Cthulhuoid "existential horror" since it also happens to often be set in a modernistic setting and relies on some similar tropes (IE 'the truth about the world is hidden' which is pretty common in Urban Fantasy).
This raises a further element of player agency: who gets to answer thematic/evaluative questions raised by the play of a RPG?For my 1840s Vienna Urban Fantasy game, the supernatural was also a way to explore the ethno-nationalistic,* liberal, imperialistic, and class tensions within the Austrian Empire before the 1848 Revolutions.
* Before the 1848 the Austrian Empire included territories part of the following modern day countries: Austria, Hungary, Croatia, Serbia, Czechia, Slovakia, Slovenia, Romania, Italy (Venice and Milan), Poland, and the Ukraine.
Maybe it's because I managed to drop out of both high school and college, but can you unpack "evaluative question" a little, here, at least as it would apply to an RPG? I mean, what comes to mind is "what is it to be a hero?" but that seems thematic.This raises a further element of player agency: who gets to answer thematic/evaluative questions raised by the play of a RPG?
Presuming I understand you well enough, I think the GM--by putting whatever limitations on their setting they do, such as no-evil--might not be so much limiting who gets to answer the types of questions you're talking about, as defining what those questions are. If I, as the GM, tell the players, "Make characters who are at least willing to be heroes," it seems at least plausible that I'm setting up the thematic questions of "What does it mean to be a hero?" and/or "What is the price of being a hero?" but it seems to me as though those questions are available for the players to answer. (In reality, I just find it easier to run heroic motivations, and I at least am not intentionally setting those questions up in the campaigns I'm running.)One well-known answer is the GM, by policing alignment, forbidding evil PCs etc. An alternative is to allow other participants to express their own views through play. This is also an aspect of play where social mechanics can become significant.
This raises a further element of player agency: who gets to answer thematic/evaluative questions raised by the play of a RPG?
One well-known answer is the GM, by policing alignment, forbidding evil PCs etc. An alternative is to allow other participants to express their own views through play. This is also an aspect of play where social mechanics can become significant.
The players are welcome to express their own themes and questions, but 1840s Vienna was chosen due to the particular socio-political backdrop (and lack of digital technology) and the diversity of nationalities that players could potentially pull from while still being "Viennese" citizens of the Austrian Empire.This raises a further element of player agency: who gets to answer thematic/evaluative questions raised by the play of a RPG?
One well-known answer is the GM, by policing alignment, forbidding evil PCs etc. An alternative is to allow other participants to express their own views through play. This is also an aspect of play where social mechanics can become significant.
On this, I agree...I think.This raises a further element of player agency: who gets to answer thematic/evaluative questions raised by the play of a RPG?
One well-known answer is the GM, by policing alignment, forbidding evil PCs etc. An alternative is to allow other participants to express their own views through play.
Can, but don't have to; these things can be explored just as well absent mechanics.This is also an aspect of play where social mechanics can become significant.
On this, I agree...I think.
Can, but don't have to; these things can be explored just as well absent mechanics.