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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Michael Silverbane" data-source="post: 7917756" data-attributes="member: 38016"><p>So... In order for there to be a risk, there needs to be something in conflict. For character driven play, those things have to be related specifically to the character, and they have to be 'in play'.</p><p></p><p>For your example above, I might suggest that the character has two beliefs...</p><p></p><p>1. I will not be driven by vengeance.</p><p>2. I would do anything for my loved ones.</p><p></p><p>To put them into play, the bard friend says "Avenge me!" with his dying breath. Now, the two beliefs held by the character are in conflict. Does the player forgo vengeance, keeping to belief 1 and discarding belief 2? Or does he avenge his friend the bard, keeping to belief 2 and discarding belief 1?</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 7917756, member: 38016"] So... In order for there to be a risk, there needs to be something in conflict. For character driven play, those things have to be related specifically to the character, and they have to be 'in play'. For your example above, I might suggest that the character has two beliefs... 1. I will not be driven by vengeance. 2. I would do anything for my loved ones. To put them into play, the bard friend says "Avenge me!" with his dying breath. Now, the two beliefs held by the character are in conflict. Does the player forgo vengeance, keeping to belief 1 and discarding belief 2? Or does he avenge his friend the bard, keeping to belief 2 and discarding belief 1? 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. [/QUOTE]
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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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