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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Sadras" data-source="post: 7918512" data-attributes="member: 6688277"><p>[USER=42582]@pemerton[/USER] perhaps it would be easier understood with an example.</p><p></p><p>PC trained by master. Master disappears for a number of years popping in and out of PC's life. PC discovers his master was the werewolf the party had been chasing for months (Secret Backstory by DM) and who is responsible for an ally's death. PC confronts master with the truth. With the mask now off, the master attempts to manipulate/seduce PC to his cause which is played up....</p><p></p><p>DM invokes mechanics (sanity/morale) to prompt change in aspect of PC. The player can allow the mechanics to play out with the risk of effecting change or utilise a character resource (inspiration) to ensure the emotional fallout does not affect the character - because the player does not want it.</p><p></p><p></p><p></p><p>The DM does not know how it will play out but suspects if the PC beats the mechanics or utilises a resource, the PC will likely attack the werewolf, at the very minimum deny his call for joining. If the player suffers a change - who knows what could happen.</p><p></p><p>Is this an example of character-driven play in your estimation - whether this revealed backstory is part of the main storyline or not in a <em>GM-driven</em> rpg.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7918512, member: 6688277"] [USER=42582]@pemerton[/USER] perhaps it would be easier understood with an example. PC trained by master. Master disappears for a number of years popping in and out of PC's life. PC discovers his master was the werewolf the party had been chasing for months (Secret Backstory by DM) and who is responsible for an ally's death. PC confronts master with the truth. With the mask now off, the master attempts to manipulate/seduce PC to his cause which is played up.... DM invokes mechanics (sanity/morale) to prompt change in aspect of PC. The player can allow the mechanics to play out with the risk of effecting change or utilise a character resource (inspiration) to ensure the emotional fallout does not affect the character - because the player does not want it. The DM does not know how it will play out but suspects if the PC beats the mechanics or utilises a resource, the PC will likely attack the werewolf, at the very minimum deny his call for joining. If the player suffers a change - who knows what could happen. Is this an example of character-driven play in your estimation - whether this revealed backstory is part of the main storyline or not in a [I]GM-driven[/I] rpg. [/QUOTE]
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