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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Fenris-77" data-source="post: 7922370" data-attributes="member: 6993955"><p>[USER=42582]@pemerton[/USER] - Hah, no, not the outcome itself, the 'desire' I'm talking about indexes that the session outcomes be, first, in line with the table expectations of framing and genre and the like, and two, that the outcomes be positive or good relative to the quality of experience at the table. In the second case I'm talking about the players enjoying themselves, not about positive outcomes for the characters. So the GM has desires about running a good campaign, for whatever value of good fits the system and players we're talking about. The result is the extent to which session outcomes match those desires - we can all tell when a session has been awesome or when one has dragged. We might not always be able to fix that, because we aren't the only one's making decisions, but that's generally the desire. </p><p></p><p>Was it cool? Did I juggle all the balls well or drop some? Were the players engaged? Did I give the players some chances to add their own great ideas to the frame (bump and set baby, bump and set)? Etc Etc.</p><p></p><p>The above is framed about as generally as I can manage. Any particular table could be described far more specifically in the same terms, of course.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7922370, member: 6993955"] [USER=42582]@pemerton[/USER] - Hah, no, not the outcome itself, the 'desire' I'm talking about indexes that the session outcomes be, first, in line with the table expectations of framing and genre and the like, and two, that the outcomes be positive or good relative to the quality of experience at the table. In the second case I'm talking about the players enjoying themselves, not about positive outcomes for the characters. So the GM has desires about running a good campaign, for whatever value of good fits the system and players we're talking about. The result is the extent to which session outcomes match those desires - we can all tell when a session has been awesome or when one has dragged. We might not always be able to fix that, because we aren't the only one's making decisions, but that's generally the desire. Was it cool? Did I juggle all the balls well or drop some? Were the players engaged? Did I give the players some chances to add their own great ideas to the frame (bump and set baby, bump and set)? Etc Etc. The above is framed about as generally as I can manage. Any particular table could be described far more specifically in the same terms, of course. [/QUOTE]
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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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