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Did I discover the Left Wing and Right Wing of D&D gaming styles?
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<blockquote data-quote="Seeten" data-source="post: 1989149" data-attributes="member: 27186"><p>This is a great discussion. Kudos to Fusangite and Dr. Strangemonkey for the high level socio-political breakdown on what may or may not be possible as far as cultural typing.</p><p></p><p>My own point of view: When I am creating PC's, which I do exclusively, as I am far more interested in the POV of the single individual responding to the world around him/her than I am with how the world lives and breathes, I am very interested in a living breathing culture to consider when making my PC's, the less real world analogous it is, the better, really, but I want to know the stereotypical thoughts and views on a variety of subjects, and the typical viewpoints, so I can both differentiate, and be typical, in a variety of ways, while staying mostly within the particular societies norms. Creating an interesting character from FR is difficult not because the societies arent already understood, but mostly because they arent terrifically different from the real world, and mostly, they arent particularly well thought out, in their ideology, beyond "This is our Arabian Nights Schtick Zone".</p><p></p><p>I love when a DM says, "I want to run a 7th Sea campaign, I'd like the PC's to be treasure hunters/Tomb Raiders, from any Country, but they should all be in the explorer's society, or on retainer to someone who is" Its a frame of reference to work from, and yet, nearly infinite variety is still available. It limits options, in some ways, but it makes the frame of reference more fulfilling if everyone works together, then a Witch, Swordsmen and a Scholar, with no rhyme or reason for existing, who meet in a bar, where I want to say, "Well, I dont go over to meet them, they look like lamers, I leave and dont return."</p><p></p><p>That said, I see nothing wrong with people liking the other style. I'd rather collaborate, and collaborate on being inside the world, a breathing, living character, from the world, with little touches from their society who is more than just a stereotype.</p><p></p><p>This is not to say I am a highbrow roleplayer, by any stretch, nor that those who dont go to these lengths are to be ridiculed, but I agree with Fusangite that this is the sort of thing to strive for in a game, for the characters to "work" within their unique frames of reference, and together.</p><p></p><p>And you guys rock for inspiring me to write this as well. Normally, I lurk and make fun of peoples foolish arguments on message boards. I'm inspired to contribute to a meaningful discussion. Heh.</p></blockquote><p></p>
[QUOTE="Seeten, post: 1989149, member: 27186"] This is a great discussion. Kudos to Fusangite and Dr. Strangemonkey for the high level socio-political breakdown on what may or may not be possible as far as cultural typing. My own point of view: When I am creating PC's, which I do exclusively, as I am far more interested in the POV of the single individual responding to the world around him/her than I am with how the world lives and breathes, I am very interested in a living breathing culture to consider when making my PC's, the less real world analogous it is, the better, really, but I want to know the stereotypical thoughts and views on a variety of subjects, and the typical viewpoints, so I can both differentiate, and be typical, in a variety of ways, while staying mostly within the particular societies norms. Creating an interesting character from FR is difficult not because the societies arent already understood, but mostly because they arent terrifically different from the real world, and mostly, they arent particularly well thought out, in their ideology, beyond "This is our Arabian Nights Schtick Zone". I love when a DM says, "I want to run a 7th Sea campaign, I'd like the PC's to be treasure hunters/Tomb Raiders, from any Country, but they should all be in the explorer's society, or on retainer to someone who is" Its a frame of reference to work from, and yet, nearly infinite variety is still available. It limits options, in some ways, but it makes the frame of reference more fulfilling if everyone works together, then a Witch, Swordsmen and a Scholar, with no rhyme or reason for existing, who meet in a bar, where I want to say, "Well, I dont go over to meet them, they look like lamers, I leave and dont return." That said, I see nothing wrong with people liking the other style. I'd rather collaborate, and collaborate on being inside the world, a breathing, living character, from the world, with little touches from their society who is more than just a stereotype. This is not to say I am a highbrow roleplayer, by any stretch, nor that those who dont go to these lengths are to be ridiculed, but I agree with Fusangite that this is the sort of thing to strive for in a game, for the characters to "work" within their unique frames of reference, and together. And you guys rock for inspiring me to write this as well. Normally, I lurk and make fun of peoples foolish arguments on message boards. I'm inspired to contribute to a meaningful discussion. Heh. [/QUOTE]
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