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Character play vs Player play
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<blockquote data-quote="aramis erak" data-source="post: 6419901" data-attributes="member: 6779310"><p>The distinction has a wide and fuzzy margin... but there are several key elements broadly held in the storygame side and almost never found in the Trad side of the margin.</p><p></p><p>The storygame side, players can narrate the actions of characters other than their own, and the mechanics are usually about either (a) who gets to talk when, or (b) how does the scene resolve.</p><p></p><p>On the trad side, players only narrate their own actions, and the mechanics are usually about "did I succeed at this action?"</p><p></p><p>Being dismissive of a real (and widening) gap does not service to anyone.</p><p></p><p>Examples for Scene Resolution include Fiasco and Mouseguard - one roll per scene, except for the climax.</p><p>Examples for Narrative Control include Houses of the Blooded, Blood & Honor, Fiasco</p><p></p><p>Examples for Trad: D&D, Traveller, Shadowrun, Dark Heresy...</p><p></p><p>Examples from the murky border: Any Fate System game, any of MWP's CortexPlus games (Smallville, Firefly, Marvel Heroic RP), Dying Earth RPG, Numenara.</p><p></p><p>Story happens either way, but how you get that story generated is a major part of it. Playing Houses of the blooded, the feel of play is totally unlike playing D&D, even tho' one could use the same setting in D&D with no major issues. In Houses, if I win the round with enough wagers, I can have your character lose and surrender, with you potentially having no recourse, and the GM, basically being just a player for all the NPCs, may or may not have enough wagers to make it less painful.</p><p></p><p>The gap, despite your claim it's meaningless, is huge, and many players (most, even) find the other side uncomfortable. </p><p></p><p>The label isn't a great label, but it's the label that has arisen, it has a fairly well understood meaning, and the nature of play is quite different, justifying the label.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6419901, member: 6779310"] The distinction has a wide and fuzzy margin... but there are several key elements broadly held in the storygame side and almost never found in the Trad side of the margin. The storygame side, players can narrate the actions of characters other than their own, and the mechanics are usually about either (a) who gets to talk when, or (b) how does the scene resolve. On the trad side, players only narrate their own actions, and the mechanics are usually about "did I succeed at this action?" Being dismissive of a real (and widening) gap does not service to anyone. Examples for Scene Resolution include Fiasco and Mouseguard - one roll per scene, except for the climax. Examples for Narrative Control include Houses of the Blooded, Blood & Honor, Fiasco Examples for Trad: D&D, Traveller, Shadowrun, Dark Heresy... Examples from the murky border: Any Fate System game, any of MWP's CortexPlus games (Smallville, Firefly, Marvel Heroic RP), Dying Earth RPG, Numenara. Story happens either way, but how you get that story generated is a major part of it. Playing Houses of the blooded, the feel of play is totally unlike playing D&D, even tho' one could use the same setting in D&D with no major issues. In Houses, if I win the round with enough wagers, I can have your character lose and surrender, with you potentially having no recourse, and the GM, basically being just a player for all the NPCs, may or may not have enough wagers to make it less painful. The gap, despite your claim it's meaningless, is huge, and many players (most, even) find the other side uncomfortable. The label isn't a great label, but it's the label that has arisen, it has a fairly well understood meaning, and the nature of play is quite different, justifying the label. [/QUOTE]
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