Who said I wasn't the DM?Your DM didn't have the fine control over your characters' actions a screenwriter, director or author would.
Who said I wasn't the DM?Your DM didn't have the fine control over your characters' actions a screenwriter, director or author would.
Great point, that's why Critical Role was so popular--they had professional voice actors who were up for that.It does, however, require everyone to be onboard producing that sort of experience, which is not true with a novel and far less true with movies or television shows. This is often why a lot of RPG campaigns don't get into these things in the same degree of intensity as the other media; because either the designers of the game assume that's more intensity than the end users will want, it is more intensity than they'll want, or both.
Great point, that's why Critical Role was so popular--they had professional voice actors who were up for that.
There was an OSR blog (Grognardia?) that argued the experience of gaming was actually the lack of complete immersement, the experience of pretending to be an elf while joking around about being an elf with your buddies and having beer and pretzels.
So, it really depends on the group. I remember reading there were early geographic distinctions, with Midwestern groups being into realistic battle simulation and West Coast groups being more into high drama. I doubt any of this has survived but wonder if anyone remembers reading about it.
While you are free to speak for yourself and the limitations of your own ambitions, you are not free to speak about me or mine. You don't know why we got together, and you certainly don't get to decide what we have produced together, at that time or any other.A game is not a book. Your DM didn't have the fine control over your characters' actions a screenwriter, director or author would. If you had fun, that's the most you can hope for. (I mean, there are cases where published replays of people's games have kicked off whole games or anime subgenres (in Japan), but we don't have that in our culture.) You got together to tell a story and have fun, and that's what you aimed for. Nobody's doing this to make art, let alone genre-defining art by a master.
You're right. It's your game.While you are free to speak for yourself and the limitations of your own ambitions, you are not free to speak about me or mine. You don't know why we got together, and you certainly don't get to decide what we have produced together, at that time or any other.
No The Shield in that mix? If you haven't I'd recommend it for you given that list.Getting back to the main topic I would say that one area I am very atypical in this hobby is that the media I am most interested in tend to be ensemble dramas rather adventure stories. A lot of my approach to running and playing roleplaying games is shaped by TV shows like Sons of Anarchy, Justified, Homicide - Life on the Streets, Hell on Wheels, True Detectives, Power, Deadwood, Breaking Bad and The Wire. Ensemble dramas about people on both sides of the law with deeply personal motivations that are sometimes allies, sometimes friends and sometimes enemies. Almost always driven by passion.
This is interesting. My formative experiences with anime gave me a different relation to shonen. I know we are the same age, so there is not the usual excuse of a generational gap, but I bounce completely off most shonen stuff. Shonen anime often feels too "thin, sort of stretched, like butter scraped over too much bread," with a lot of repetitive and filler stories.The only real exception for me is my deep and abiding love for shonen anime, but even then the ones that really appeal to me are focused more on personal motivations then saving the world or going off on adventures for the sake of it. The Sasuke / Naruto arc was particularly formative for me.