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*TTRPGs General
Approaches to prep in RPGing - GMs, players, and what play is *about*
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<blockquote data-quote="hawkeyefan" data-source="post: 8977108" data-attributes="member: 6785785"><p>Oh for sure. If players are so used to controlling everything about their character’s emotional state and sense pf self and the like… if the player’s concept of character is inviolate without their approval… it can be jarring to play a game where that’s not the case. </p><p></p><p></p><p></p><p>Spire does that. Or at least, it potentially does it… but I think it’d involve some amount of failure on the GM’s part if it doesn’t come into play. Each of the character classes in the game is connected to some faction within the city, so the character is connected to that organization in some way. But, the player characters are all members of another, secret, revolutionary organization, as well. So these allegiances should absolutely come into conflict. </p><p></p><p>Each PC also starts play with one or more Bonds, which are existing relationships with specific NPCs, and which can be leveraged in play. They can also accrue more Bonds through play. Again, these relationships are immediately at risk because of the PCs’ allegiance to their secret organization. </p><p></p><p>One of the themes of the game is “how far will you go”; so burning your Bonds and letting others take the fallout of your actions is potentially a bog part of play.</p><p></p><p></p><p></p><p>For sure. In the game of Dogs I’m currently playing in, my character has become an interesting mix of lenient and hardened. He started out more forgiving, but the conflicts he’s been through have left him doubting his leniency and losing patience with some of the people in his care. The game won't work if the players fight change.</p><p></p><p></p><p></p><p>Haven’t done more than glance at Burning Wheel a bit, mostly because it comes up in conversation and because [USER=42582]@pemerton[/USER] used to play it frequently. I can’t comment from experience, but the little I know would say you’re right… the beliefs of the characters are central to play.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8977108, member: 6785785"] Oh for sure. If players are so used to controlling everything about their character’s emotional state and sense pf self and the like… if the player’s concept of character is inviolate without their approval… it can be jarring to play a game where that’s not the case. Spire does that. Or at least, it potentially does it… but I think it’d involve some amount of failure on the GM’s part if it doesn’t come into play. Each of the character classes in the game is connected to some faction within the city, so the character is connected to that organization in some way. But, the player characters are all members of another, secret, revolutionary organization, as well. So these allegiances should absolutely come into conflict. Each PC also starts play with one or more Bonds, which are existing relationships with specific NPCs, and which can be leveraged in play. They can also accrue more Bonds through play. Again, these relationships are immediately at risk because of the PCs’ allegiance to their secret organization. One of the themes of the game is “how far will you go”; so burning your Bonds and letting others take the fallout of your actions is potentially a bog part of play. For sure. In the game of Dogs I’m currently playing in, my character has become an interesting mix of lenient and hardened. He started out more forgiving, but the conflicts he’s been through have left him doubting his leniency and losing patience with some of the people in his care. The game won't work if the players fight change. Haven’t done more than glance at Burning Wheel a bit, mostly because it comes up in conversation and because [USER=42582]@pemerton[/USER] used to play it frequently. I can’t comment from experience, but the little I know would say you’re right… the beliefs of the characters are central to play. [/QUOTE]
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