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General Tabletop Discussion
*TTRPGs General
Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Fenris-77" data-source="post: 7922117" data-attributes="member: 6993955"><p>I think you're misreading my use of tension. The players and the GM are the push and pull that drives the narrative - that's the tension. Your examples are (I might be jealous) pretty ideal examples of how that tension drives great stories. The desired result in question, in your case, is completely aligned with the players', which is fine - tell a cool story and allow the characters' actions to be the plot engine. In other games at other tables it might not be perfectly aligned. Not necessarily because the general result is at issue, but because of system force or any number of other things. Even in dice-light or diceless games that directly index character over mechanics, the GM is still making choices about interesting ways to challenge or include characters, choices about what is interesting or cool from a frame perspective, choices about how to respond to player choices - choices are involved. Any time there are choices the person making those choices has some sort of heuristic to guide their decision making, that was my point.</p><p></p><p>What I wasn't saying is that the GM has to have his own agenda about the teleos of the action.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7922117, member: 6993955"] I think you're misreading my use of tension. The players and the GM are the push and pull that drives the narrative - that's the tension. Your examples are (I might be jealous) pretty ideal examples of how that tension drives great stories. The desired result in question, in your case, is completely aligned with the players', which is fine - tell a cool story and allow the characters' actions to be the plot engine. In other games at other tables it might not be perfectly aligned. Not necessarily because the general result is at issue, but because of system force or any number of other things. Even in dice-light or diceless games that directly index character over mechanics, the GM is still making choices about interesting ways to challenge or include characters, choices about what is interesting or cool from a frame perspective, choices about how to respond to player choices - choices are involved. Any time there are choices the person making those choices has some sort of heuristic to guide their decision making, that was my point. What I wasn't saying is that the GM has to have his own agenda about the teleos of the action. [/QUOTE]
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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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