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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="pemerton" data-source="post: 7918138" data-attributes="member: 42582"><p>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.</p><p></p><p>To give a simple (simplistic?) example: in a fairly light fantasy-ish game, you might have a kinght or paladin who, via class/playbook-type choice plus evident trope is all about honour, justice, upholding the right, etc. And that character might make a friend. And then it turns out that friend is a heathen, or assassin, or something similar that a knight or paladin would typically hate and oppose. Now the player, in playing their character, has to choose between abstract values and concrete friendship. That could produce the sort of thing the OP talks about.</p><p></p><p>I say all this because it lets me beat my drum again: more than formalised devices like Beliefs, Aspects etc, I think that the sort of play the OP describes depends upon robust action resolution, so that consequences can be bindingly established in the fiction in ways beyond table consensus or GM fiat. For instance, in the example I just gave we are going to need mechanics to adjudicate what happens when the PC confronts his/her friend, so that definite fallout of some form or other is generated that the player can't just ignore.</p><p></p><p>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.</p><p></p><p>Another example - better than my toy one - is the Apocalypse World actual play sketch that [USER=87792]@Neonchameleon[/USER] posted somewhere upthread. The key there was that the MC established situations and narrated consequences ("made moves" in AW parlance) that put the PCs' commitments under pressure, and then doubled down on initial outcomes to keep that pressure up and see what happened.</p><p></p><p>(You can see that I'm a bit obsessed by the centrality of <em>establishing and building on consequences</em> as the key to all this. Which is also where I see <em>risk </em>being a real thing.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7918138, member: 42582"] 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. To give a simple (simplistic?) example: in a fairly light fantasy-ish game, you might have a kinght or paladin who, via class/playbook-type choice plus evident trope is all about honour, justice, upholding the right, etc. And that character might make a friend. And then it turns out that friend is a heathen, or assassin, or something similar that a knight or paladin would typically hate and oppose. Now the player, in playing their character, has to choose between abstract values and concrete friendship. That could produce the sort of thing the OP talks about. I say all this because it lets me beat my drum again: more than formalised devices like Beliefs, Aspects etc, I think that the sort of play the OP describes depends upon robust action resolution, so that consequences can be bindingly established in the fiction in ways beyond table consensus or GM fiat. For instance, in the example I just gave we are going to need mechanics to adjudicate what happens when the PC confronts his/her friend, so that definite fallout of some form or other is generated that the player can't just ignore. 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. Another example - better than my toy one - is the Apocalypse World actual play sketch that [USER=87792]@Neonchameleon[/USER] posted somewhere upthread. The key there was that the MC established situations and narrated consequences ("made moves" in AW parlance) that put the PCs' commitments under pressure, and then doubled down on initial outcomes to keep that pressure up and see what happened. (You can see that I'm a bit obsessed by the centrality of [I]establishing and building on consequences[/I] as the key to all this. Which is also where I see [I]risk [/I]being a real thing.) [/QUOTE]
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