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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Imaculata" data-source="post: 7914440" data-attributes="member: 6801286"><p>I'm not sure if gameplay mechanics are what you need to get to a character-driven experience. I do think that things such as handing out rewards for character development and good roleplaying, can certainly help promote a character driven experience. But I think at the heart of it all are not the mechanics, but the DM and the players themselves as the guiding force of it all.</p><p></p><p>I think it is up to the DM to come up with a plot and npc's that the players can get emotionally invested in. But it is also up to the players to make that connection, and interact with the fiction. It is then up to the DM to allow the players to further explore these narrative beats, and to respond to their actions in a way that feels meaningful.</p><p></p><p>Sometimes the DM may need to force a plot development in order to keep the players engaged. An important npc may need to die, in order for the plot to progress in an exciting way. But just as important is that the DM is able to tie the various sub plots and the players' choices together into a cohesive whole.</p><p></p><p>When all of these pieces come together, that is when you get a fantastic story that is a combination between the plot beats as written by the DM, and the choices of the players. I don't think there is a special trick, or a specific set of rules that will magically make all that happen. Some groups may never get up to that point.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7914440, member: 6801286"] I'm not sure if gameplay mechanics are what you need to get to a character-driven experience. I do think that things such as handing out rewards for character development and good roleplaying, can certainly help promote a character driven experience. But I think at the heart of it all are not the mechanics, but the DM and the players themselves as the guiding force of it all. I think it is up to the DM to come up with a plot and npc's that the players can get emotionally invested in. But it is also up to the players to make that connection, and interact with the fiction. It is then up to the DM to allow the players to further explore these narrative beats, and to respond to their actions in a way that feels meaningful. Sometimes the DM may need to force a plot development in order to keep the players engaged. An important npc may need to die, in order for the plot to progress in an exciting way. But just as important is that the DM is able to tie the various sub plots and the players' choices together into a cohesive whole. When all of these pieces come together, that is when you get a fantastic story that is a combination between the plot beats as written by the DM, and the choices of the players. I don't think there is a special trick, or a specific set of rules that will magically make all that happen. Some groups may never get up to that point. [/QUOTE]
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