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Character play vs Player play
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<blockquote data-quote="aramis erak" data-source="post: 6432511" data-attributes="member: 6779310"><p>Your deity speaks to you in a dream, telling you to go to the daisy hill horse farm, find the lame colt, and rescue it from the knackerman, who cometh soon.</p><p></p><p></p><p><strong>@pemerton ...</strong></p><p>You're spouting the largest fallacy to come out of the Forge... that the in-story structure doesn't matter.</p><p></p><p>Sure, the real-world events generate the fiction... but the fiction is only satisfying to most if it has the appearance of internal logic and causality. When that fails, one no longer has any sense of story. And for many people, the reaction they choose isn't based upon the real world events, but upon how they perceive the story.</p><p></p><p>Sure, it might be mechanically better to face down the Half-Dragon... but the pattern of ass-kicking he's given in chapter I & II makes any players VERY reticent to face him in Chapter III... even tho' mechanically, they are far more than a match for him now.</p><p></p><p>That's in story elements combining to shape a player's decisions. Yes, it's all based upon things that happen at the table, but that's utterly irrelevant, because the player is deciding based upon the story as he remembers it, not based upon hit point totals nor AC's.</p><p></p><p>Likewise, if the Half-dragon were to simply invite the raiding PC's into his parlor for tea and scones in chapter III, the players would be rather unlikely to accept, and would probably quit the game, for lack of story-logic.</p><p></p><p>The ongoing narrative shapes the play as much as the rules and the events at-table do. You cannot divorce them and still be roleplaying. And I've had some absolutely wonderful boardgaming sessions using AD&D 1E rules... No story, just a dungeon to be cleared in boardgame style.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6432511, member: 6779310"] Your deity speaks to you in a dream, telling you to go to the daisy hill horse farm, find the lame colt, and rescue it from the knackerman, who cometh soon. [B]@pemerton ...[/B] You're spouting the largest fallacy to come out of the Forge... that the in-story structure doesn't matter. Sure, the real-world events generate the fiction... but the fiction is only satisfying to most if it has the appearance of internal logic and causality. When that fails, one no longer has any sense of story. And for many people, the reaction they choose isn't based upon the real world events, but upon how they perceive the story. Sure, it might be mechanically better to face down the Half-Dragon... but the pattern of ass-kicking he's given in chapter I & II makes any players VERY reticent to face him in Chapter III... even tho' mechanically, they are far more than a match for him now. That's in story elements combining to shape a player's decisions. Yes, it's all based upon things that happen at the table, but that's utterly irrelevant, because the player is deciding based upon the story as he remembers it, not based upon hit point totals nor AC's. Likewise, if the Half-dragon were to simply invite the raiding PC's into his parlor for tea and scones in chapter III, the players would be rather unlikely to accept, and would probably quit the game, for lack of story-logic. The ongoing narrative shapes the play as much as the rules and the events at-table do. You cannot divorce them and still be roleplaying. And I've had some absolutely wonderful boardgaming sessions using AD&D 1E rules... No story, just a dungeon to be cleared in boardgame style. [/QUOTE]
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