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Character play vs Player play
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<blockquote data-quote="Mark CMG" data-source="post: 6419744" data-attributes="member: 10479"><p>I can see you are not following me but that's fine. It seems you blend the two types of games (and you seemingly see that in other games from your experience), and that's all good too.</p><p></p><p>For my part, I've run a campaign setting of my own making for these last forty years and the players find the unpredictability of the roleplaying game exciting and always fresh. My experience with storytelling games is generally more predictable barring the nuances individual players bring to the table.</p><p></p><p>When I've played or run convention or gameday roleplaying scenarios, the same has been the case. Since my first Gen Con in 1976, IIRC, after a couple of years of playing with just my home crowd, when I participated in The Steading of the Hill Giant Chief, it was run as a mini setting rather than a story that was predetermined.</p><p></p><p>When I've played in (what were billed as) roleplaying game scenarios where the GM was running it as a story through which we players were meant to move from one scene to another as dictated by the GM with a set beginning, middle, and end (whether at a convention, gameday, or worse yet a home campaign), I have been less satisfied by the experience. These are usually scenarios where the GM allows the players to add to the story in ways where they are all adding to the outcome but are really meant to be serving the story and its finale. Granted, this is a type of storytelling game that is often called a railroad.</p><p></p><p>I have seen well-run storytelling games where the facilitator (by whatever name) allows the players to really affect the story from beginning to end and even add most of the elements, and they are fun, but they focus less on roleplaying than I like so I stick with RPGs, run as such, for the most part.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 6419744, member: 10479"] I can see you are not following me but that's fine. It seems you blend the two types of games (and you seemingly see that in other games from your experience), and that's all good too. For my part, I've run a campaign setting of my own making for these last forty years and the players find the unpredictability of the roleplaying game exciting and always fresh. My experience with storytelling games is generally more predictable barring the nuances individual players bring to the table. When I've played or run convention or gameday roleplaying scenarios, the same has been the case. Since my first Gen Con in 1976, IIRC, after a couple of years of playing with just my home crowd, when I participated in The Steading of the Hill Giant Chief, it was run as a mini setting rather than a story that was predetermined. When I've played in (what were billed as) roleplaying game scenarios where the GM was running it as a story through which we players were meant to move from one scene to another as dictated by the GM with a set beginning, middle, and end (whether at a convention, gameday, or worse yet a home campaign), I have been less satisfied by the experience. These are usually scenarios where the GM allows the players to add to the story in ways where they are all adding to the outcome but are really meant to be serving the story and its finale. Granted, this is a type of storytelling game that is often called a railroad. I have seen well-run storytelling games where the facilitator (by whatever name) allows the players to really affect the story from beginning to end and even add most of the elements, and they are fun, but they focus less on roleplaying than I like so I stick with RPGs, run as such, for the most part. [/QUOTE]
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