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General Tabletop Discussion
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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="hawkeyefan" data-source="post: 7919804" data-attributes="member: 6785785"><p>I was thinking of prep and similar GM input. My 5E game has a lot of threads, but the primary one is based on the scenarios that I’ve introduced to the game.</p><p></p><p>My players don’t mind if I craft hooks that largely determine the thrust of the game. Largely because I’ve based it on things that they’ve indicated they enjoy, but still....they accept that.</p><p></p><p>However, if I resorted to Force to dictate how they engage the hooks, or to change the outcome of something, they’d balk at that for sure.</p><p></p><p></p><p></p><p>No, not really. Nothing beyond the ones that have always been present such as Charm Person and the like.</p><p></p><p></p><p></p><p>I had a feeling you might!</p><p></p><p></p><p></p><p>Yeah, [USER=7016699]@prabe[/USER] made a good point there. The absence of mechanics can definitely feel like GM Force. Hard to say if it just <em>feels </em>that way, though.</p><p></p><p></p><p></p><p>I only used starting attitude as an example because I think that’s the most relevant factor in the 3.x system.</p><p></p><p></p><p></p><p>No, not at all.</p><p></p><p>Blades in the Dark follows this scheme. The player declares their characters goal for the action, the GM determines the Position (difficulty) and the Effect (degree of outcome). the player therefore has a strong sense of the chances for success, the degree of success, and the degree of potential consequences. Then the roll determines success, partial success, or failure.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7919804, member: 6785785"] I was thinking of prep and similar GM input. My 5E game has a lot of threads, but the primary one is based on the scenarios that I’ve introduced to the game. My players don’t mind if I craft hooks that largely determine the thrust of the game. Largely because I’ve based it on things that they’ve indicated they enjoy, but still....they accept that. However, if I resorted to Force to dictate how they engage the hooks, or to change the outcome of something, they’d balk at that for sure. No, not really. Nothing beyond the ones that have always been present such as Charm Person and the like. I had a feeling you might! Yeah, [USER=7016699]@prabe[/USER] made a good point there. The absence of mechanics can definitely feel like GM Force. Hard to say if it just [I]feels [/I]that way, though. I only used starting attitude as an example because I think that’s the most relevant factor in the 3.x system. No, not at all. Blades in the Dark follows this scheme. The player declares their characters goal for the action, the GM determines the Position (difficulty) and the Effect (degree of outcome). the player therefore has a strong sense of the chances for success, the degree of success, and the degree of potential consequences. Then the roll determines success, partial success, or failure. [/QUOTE]
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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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