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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Lanefan" data-source="post: 7918150" data-attributes="member: 29398"><p>I wonder if our definitions of "character-driven play" are the least bit aligned.</p><p></p><p>I see "character-driven play" as meaning, at its root, play where the characters (or more precisely the players in character) rather than the GM set the context and tone and sequence of play, and thus to a large or complete extent drive whatever storyline the game generates along with much of the day-to-day play that gets it there. The GM is still responsible for the setting, and for enforcement of the system rules when-where appropriate, but the characters drive the game both in the short and long term.</p><p></p><p>They can and often will (but don't have to) still change in ways far more meaningful than simply levelling up or as reflected by any other number, but those changes and any results thereof or reactions thereto remain under the player's control. And yes, a character might find itself in a situation where it's being tested or stretched in ways unexpected.</p><p></p><p>Reading what you say here, it almost seems like you're looking for the game to in some ways drive the characters via more of a mandated* or expected set-up of emotional tests and trials, which seems a counterintuitive way to use the term 'character-driven play': the characters really aren't driving. Couple that with emotion-binding resolution mechanics that mean to some extent the players can't always drive either, and what have you got? It's character-focussed, absolutely, but doesn't seem very character-driven.</p><p></p><p>* - not exactly the term I want to use but I can't think of a better one right now...I don't want to say 'system-forced' or 'system-demanded'.</p><p></p><p>This does raise a few yet-unanswered questions: </p><p></p><p>What real-world time frame are you looking at for a campaign or story arc to unfold?</p><p>Are you intending a situation where it's the same characters all the way through?</p><p></p><p>I ask because both of these can and do make a huge difference to how play unfolds, regardless of anything else.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7918150, member: 29398"] I wonder if our definitions of "character-driven play" are the least bit aligned. I see "character-driven play" as meaning, at its root, play where the characters (or more precisely the players in character) rather than the GM set the context and tone and sequence of play, and thus to a large or complete extent drive whatever storyline the game generates along with much of the day-to-day play that gets it there. The GM is still responsible for the setting, and for enforcement of the system rules when-where appropriate, but the characters drive the game both in the short and long term. They can and often will (but don't have to) still change in ways far more meaningful than simply levelling up or as reflected by any other number, but those changes and any results thereof or reactions thereto remain under the player's control. And yes, a character might find itself in a situation where it's being tested or stretched in ways unexpected. Reading what you say here, it almost seems like you're looking for the game to in some ways drive the characters via more of a mandated* or expected set-up of emotional tests and trials, which seems a counterintuitive way to use the term 'character-driven play': the characters really aren't driving. Couple that with emotion-binding resolution mechanics that mean to some extent the players can't always drive either, and what have you got? It's character-focussed, absolutely, but doesn't seem very character-driven. * - not exactly the term I want to use but I can't think of a better one right now...I don't want to say 'system-forced' or 'system-demanded'. This does raise a few yet-unanswered questions: What real-world time frame are you looking at for a campaign or story arc to unfold? Are you intending a situation where it's the same characters all the way through? I ask because both of these can and do make a huge difference to how play unfolds, regardless of anything else. [/QUOTE]
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