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<blockquote data-quote="pemerton" data-source="post: 6011521" data-attributes="member: 42582"><p>I'm not sure about your characterisatin of "skipping to the fun" - it sounds a little railroady! - but I agree that 4e doesn't particularly suit exploration-based play.</p><p></p><p>I GM rather than play 4e, but the sort of dynamism you describe here - which rests on the players having a rich pool of resources to invoke depending on their conception of the stakes as they unfold through an encounter - is part and parcel of my experience of it.</p><p></p><p>I agree that there is a significant difference between a "shared storytelling" style of game - in which the main aim of the participants is to create a good story together - and narrativist RPGs - in which one desired outcome ofp lay is a story that is pleasing to the participants, but where that is achieved by <em>playing a PC</em>. This second sort of thing <em>needs</em> someone to play the GM role (though it may perhaps be shared across participants, who alternate between playing their PC and framing scenes for others to play their PCs), and needs a distinction between <a href="http://isabout.wordpress.com/2010/02/16/the-pitfalls-of-narrative-technique-in-rpg-play/" target="_blank">backstory and playing one's PC</a>.</p><p></p><p>In Burning Wheel, for example, when a player uses a PC ability to introduce some new story element into the game - say, an old contact who will help you out (using the Circles ability), or a secret path through the forest (using the Forests-wise skill) - the player is not meant to be motivated by "what's good for the story". The game expects that the player will be motivated by "what will advance my PC's interests at this point").</p><p></p><p></p><p>I think S'mon is right here. I would think it's similar to my description of Burning Wheel above.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6011521, member: 42582"] I'm not sure about your characterisatin of "skipping to the fun" - it sounds a little railroady! - but I agree that 4e doesn't particularly suit exploration-based play. I GM rather than play 4e, but the sort of dynamism you describe here - which rests on the players having a rich pool of resources to invoke depending on their conception of the stakes as they unfold through an encounter - is part and parcel of my experience of it. I agree that there is a significant difference between a "shared storytelling" style of game - in which the main aim of the participants is to create a good story together - and narrativist RPGs - in which one desired outcome ofp lay is a story that is pleasing to the participants, but where that is achieved by [I]playing a PC[/I]. This second sort of thing [I]needs[/I] someone to play the GM role (though it may perhaps be shared across participants, who alternate between playing their PC and framing scenes for others to play their PCs), and needs a distinction between [url=http://isabout.wordpress.com/2010/02/16/the-pitfalls-of-narrative-technique-in-rpg-play/]backstory and playing one's PC[/url]. In Burning Wheel, for example, when a player uses a PC ability to introduce some new story element into the game - say, an old contact who will help you out (using the Circles ability), or a secret path through the forest (using the Forests-wise skill) - the player is not meant to be motivated by "what's good for the story". The game expects that the player will be motivated by "what will advance my PC's interests at this point"). I think S'mon is right here. I would think it's similar to my description of Burning Wheel above. [/QUOTE]
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