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General Tabletop Discussion
*TTRPGs General
Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Celebrim" data-source="post: 7912923" data-attributes="member: 4937"><p>How many players do you have?</p><p></p><p>There are two things you have to appreciate. First, the more players you have the less character driven the experience can be.</p><p></p><p>Secondly, Celebrim's Second Law of Roleplaying:</p><p></p><p>"How you think about playing a system is more important than the rules system itself."</p><p></p><p>No rules system can create a character driven experience. Only the participants working together can create a character driven experience. Conversely, every rules system can create emotionally resonant and literary experiences.</p><p></p><p>In my experience with emotionally resonant and literary experiences, they do not come cheaply and they cannot be forced. RP tends to be a very organic form of story telling characterized by its slow pace and its lack of structure. It takes a long while for story arcs to come to fruition in a meaningful manner, and when they do it is often rather unexpected by all the participants. A good GM can sometimes help it along by laying in place the right Chekov's Guns, and waiting for the right time to set them off, but it's never likely to be something were you get that emotional high all the time.</p><p></p><p>And the more players you have, the slower it goes, because the aesthetics of play that create that particular experience take a back seat to various sorts of group and individual challenges. Nothing in my experience quite matches the dramatic intensity of one on one RP or similarly small groups, and in my experience it's actually easier to accomplish that with text or other forms of communication that create emotional distance than it is face to face because face to face just gets awkward. I suspect that there are people that can pull it off, but they are probably a group that overlaps heavily with the group of people that are talented actors.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7912923, member: 4937"] How many players do you have? There are two things you have to appreciate. First, the more players you have the less character driven the experience can be. Secondly, Celebrim's Second Law of Roleplaying: "How you think about playing a system is more important than the rules system itself." No rules system can create a character driven experience. Only the participants working together can create a character driven experience. Conversely, every rules system can create emotionally resonant and literary experiences. In my experience with emotionally resonant and literary experiences, they do not come cheaply and they cannot be forced. RP tends to be a very organic form of story telling characterized by its slow pace and its lack of structure. It takes a long while for story arcs to come to fruition in a meaningful manner, and when they do it is often rather unexpected by all the participants. A good GM can sometimes help it along by laying in place the right Chekov's Guns, and waiting for the right time to set them off, but it's never likely to be something were you get that emotional high all the time. And the more players you have, the slower it goes, because the aesthetics of play that create that particular experience take a back seat to various sorts of group and individual challenges. Nothing in my experience quite matches the dramatic intensity of one on one RP or similarly small groups, and in my experience it's actually easier to accomplish that with text or other forms of communication that create emotional distance than it is face to face because face to face just gets awkward. I suspect that there are people that can pull it off, but they are probably a group that overlaps heavily with the group of people that are talented actors. [/QUOTE]
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