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*TTRPGs General
Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Manbearcat" data-source="post: 7920992" data-attributes="member: 6696971"><p>Can you clarify the usage of "monolithic" in the first sentence here, please?</p><p></p><p>Are you using this to say "at any given moment of play, there will be competing interests among the participants as to how the gamestate will progress from <em>here </em>to <em>there</em>?"</p><p></p><p>If so, I completely agree with that (and I damn sure hope so...play would be unbelievably static without that!).</p><p></p><p>However, I wonder if you're also saying something else alongside that (and you can correct me if I'm wrong):</p><p></p><p>1) Because of these competing micro-interests there can't be table consensus on macro issues (most importantly to this discussion "how authority is distributed and how to resolve the way <em>gamestate a </em>evolves to <em>gamestate b).</em></p><p></p><p>2) Because of the premise of (1), the big macro questions cannot be offloaded onto system, but rather must be either (a) handled by a "lead participant" (GM-type) or (b) achieved via consensus-building on a case-by-case basis.</p><p></p><p>That I don't agree with.</p><p></p><p>[HR][/HR]</p><p></p><p>Take the following Dungeon World move from The Dashing Hero playbook.</p><p></p><p><strong>A Lover In Every Port (CHA)</strong></p><p>When you enter a town that you’ve been to before (your call), roll +CHA. On a 10+, there’s an old flame of yours who is willing to assist you somehow. On a 7-9, they’re willing to help you, for a price. On a miss, your romantic misadventures make life more complicated for the party.</p><p></p><p>You might have 4 different participants at the table (GM and 3 players.</p><p></p><p>Upon disembarking to Blacksalt Flats from the ship they hired, they may each have diverging ideas about what they want to do right now (Sally wants to Resupply, Jack wants to hit the inn to Rest and Recover before things go pear-shaped, Burglenurp wants to Consult the Oracle about an omen of ill portent that they were hit with on the journey...while the GM is most excited about a complication from the possible A Lover In Every Port move but is playing Dungeon World because it lets them "play to find out what happens").</p><p></p><p>However, everyone can agree:</p><p></p><p>1) If whomever is playing The Dashing Hero in the group decides that they've been to Blacksalt Flats before, that triggers the move above and we have to find out what happens.</p><p></p><p>2) Then they can agree that if The Dashing Hero player rolls a 6 or less that the GM is obliged to create some sort of significant, "romantic misadventure" problem for them that either manifests right now or they're about to be "put on notice" that something thematically relevant is looming and must be dealt with (meaning it follows the GM Move format). So there is no opting out of this content generation procedure by any participant. We're all beholden to the system's mandate, agenda, and our particular roles that will keep precipitate play snowballing with dangerous adventure where we all get to play to find out what happens.</p><p></p><p>[HR][/HR]</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7920992, member: 6696971"] Can you clarify the usage of "monolithic" in the first sentence here, please? Are you using this to say "at any given moment of play, there will be competing interests among the participants as to how the gamestate will progress from [I]here [/I]to [I]there[/I]?" If so, I completely agree with that (and I damn sure hope so...play would be unbelievably static without that!). However, I wonder if you're also saying something else alongside that (and you can correct me if I'm wrong): 1) Because of these competing micro-interests there can't be table consensus on macro issues (most importantly to this discussion "how authority is distributed and how to resolve the way [I]gamestate a [/I]evolves to [I]gamestate b).[/I] 2) Because of the premise of (1), the big macro questions cannot be offloaded onto system, but rather must be either (a) handled by a "lead participant" (GM-type) or (b) achieved via consensus-building on a case-by-case basis. That I don't agree with. [HR][/HR] Take the following Dungeon World move from The Dashing Hero playbook. [B]A Lover In Every Port (CHA)[/B] When you enter a town that you’ve been to before (your call), roll +CHA. On a 10+, there’s an old flame of yours who is willing to assist you somehow. On a 7-9, they’re willing to help you, for a price. On a miss, your romantic misadventures make life more complicated for the party. You might have 4 different participants at the table (GM and 3 players. Upon disembarking to Blacksalt Flats from the ship they hired, they may each have diverging ideas about what they want to do right now (Sally wants to Resupply, Jack wants to hit the inn to Rest and Recover before things go pear-shaped, Burglenurp wants to Consult the Oracle about an omen of ill portent that they were hit with on the journey...while the GM is most excited about a complication from the possible A Lover In Every Port move but is playing Dungeon World because it lets them "play to find out what happens"). However, everyone can agree: 1) If whomever is playing The Dashing Hero in the group decides that they've been to Blacksalt Flats before, that triggers the move above and we have to find out what happens. 2) Then they can agree that if The Dashing Hero player rolls a 6 or less that the GM is obliged to create some sort of significant, "romantic misadventure" problem for them that either manifests right now or they're about to be "put on notice" that something thematically relevant is looming and must be dealt with (meaning it follows the GM Move format). So there is no opting out of this content generation procedure by any participant. We're all beholden to the system's mandate, agenda, and our particular roles that will keep precipitate play snowballing with dangerous adventure where we all get to play to find out what happens. [HR][/HR] Thoughts? [/QUOTE]
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