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lowkey13
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It's a very long time since I agreed with @Umbran on much but what's said here is bang on.You seem to be missing the point. I am not asking how one would introduce risk in this context. I am challenging the idea that risk is necessary at all.
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This rather hinges on a point - "play" is not limited to "interaction with the rule set".
I would say that risk is only a necessary component for the game to be "substantively character-driven."
Player agency is a valued currency - one playstyle features it and another doesn't but lies about it.
I would say that risk is only a necessary component for the game to be "substantively character-driven."
Sure, you can play your character as having changed due to in-fiction events in any role-playing game, but for character change to be the point of the game (which is how I read the phrase, "substantively character-driven," used in the thread's title), the game itself must be able to drive character change.
Character driven play is where the nature of the character determines what happens in play, not the other way around.
....correct me if I'm misinterpreting, but it seems 'risk' in this context is being used as shorthand for 'potential for forced changes to a character's feelings or emotions that its player doesn't necessarily want'; which means I'm in effect risking my agency over my character.
Don't get me wrong - I'm not for a second suggesting my character's arc should always go smoothly and have everything neatly fall into place. There'll be failures along the way, possibly up to and including complete failure to reach or even get close to whatever end goal I've set, and that's just part of the game.
What I'm advocating for is the right to retain control over my character even in a failure situation - let me as its player determine how it reacts in-character to said failure, and-or determine what it does next, rather than having my reaction forced on me by the game system (or worse, the GM).
The quote you're objecting to is from me:I once again provide the quote to which I objected (refer below). I never once mentioned that characters were being changed as a result of play. That is all you.
There can't be dramatic character arcs if "the story" is already written (by the GM or the module author or whomever) and the GM already knows what is to come.
Doubly so if the GM has already decided what that story will be independently of the development by the players of their characters.
Just this weekend I witnessed this - an incredible piece of invested roleplaying between two sibling PCs. This had all been pre-thought out by the players that at some point they would have an epic argument about their relationship and their "shared" beliefs that would effectively forever change them and their relationship.
I and the other player present did nothing but watched in awe as this all played out in a game of D&D. No rolls were needed, just an intense honest conversation that flowed naturally between two characters.
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I'm amazed how some players are able to weave invested storylines through the main arc.
As I understand this, there occurred - parallel to the GM's "main story" - a distinct story that was collaboratively authored by two players which most of the rest of the group didn't really feel the force of until those two players, by agreement, brought it to a head. The result is that, at least for the moment, one of the PCs is being retired from play.this fallout was already pre-planned by the players upon character generation and although they had laid the bread crumbs for this story arc along the way (now evident), both myself and the other players had missed them. We had noticed the peculiarities but had not picked up that this was going to explode.
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All this played out through unscripted dialogue.
Needless to say, the player of the paladin is retiring her character (for now) - while the warlock now free from the burden of the lie, looked to continue on a different path (new class).
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Might we revisit these characters down the line, realistically yes since they play an integral roll - but that will require some discussion with the players about their characters, so that we may find an agreeable way to re-introduce them to each other and the story.
I think that it can be done also if the beliefs (or similar) are presented implicitly rather than expressly on the sheet. For instance, they might be implied by a class or playbook selection. Or be manifested through the play of the character.For this type of character driven play to function, the players need to choose (some number of) beliefs for their characters, which can be placed into conflict during play. This is (more or less) what beliefs in Burning Wheel are for, they are cues from the player about what sort of things the game master should challenge the character with.
I agree, but for the reasons I've just given I don't think this has to be via direct mechanical operation upon mechanical elements like Beliefs.Sure, you can play your character as having changed due to in-fiction events in any role-playing game, but for character change to be the point of the game (which is how I read the phrase, "substantively character-driven," used in the thread's title), the game itself must be able to drive character change.
I wonder if our definitions of "character-driven play" are the least bit aligned.I'm not advocating for GM force to change a character. Nor am I asking for "forced change" from the system, if the player doesn't want it.
But that's the key phrase---if the player doesn't want it.
I'm suggesting that I'd actually like to play a game with players who DO want it. I want them to readily accept and embrace that their characters are actually going to change in ways more meaningful than leveling up. And if by accepting that as a core premise, the players come to find that the system is testing and stretching their characters in ways they didn't expect, then that's precisely the point.
If the default point of view is, "My character should only ever change in ways that I, the player, choose to allow them to change or at most by adhering to stated character building rules," then we've started off on the completely wrong foot for "character-driven" play in the first place.
This does raise a few yet-unanswered questions:From what I know of your background (long, long loooooooong time AD&D 1e player who expects to play a single campaign anywhere from 5-7 years), your perspective makes perfect sense.