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General Tabletop Discussion
*TTRPGs General
Disconnect Between Designer's Intent and Player Intepretation
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<blockquote data-quote="MGibster" data-source="post: 8804970" data-attributes="member: 4534"><p>I think originally the creators wanted players to make characters who were anarchs, you know, fighting against or at least trying to resist having the man breathing down their throats, but in my experience most players wanted to be the people standing on someone else's neck. </p><p></p><p></p><p>My games are usually set in the United States so smuggling weapons isn't usually a concern. But I see what you mean. I tend to view CoC of an adaptation of Lovecraft's work into RPG form, and as with any adaptation from one medium to another, it's going to be different. The biggest difference comes with the number of investigators in the game versus the protagonists in the stories. Lovecraft typically focuses on one character's perspective in his stories and that just won't work for an RPG (at least not for most groups). I also don't run open ended campaigns for Call of Cthulhu. I have an overarching idea for the campaign and once we're through that arc we're done with the campaign. </p><p></p><p>I do agree with your about firepower. Call of Cthlhu's dirty little secret is that firepower very often works.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8804970, member: 4534"] I think originally the creators wanted players to make characters who were anarchs, you know, fighting against or at least trying to resist having the man breathing down their throats, but in my experience most players wanted to be the people standing on someone else's neck. My games are usually set in the United States so smuggling weapons isn't usually a concern. But I see what you mean. I tend to view CoC of an adaptation of Lovecraft's work into RPG form, and as with any adaptation from one medium to another, it's going to be different. The biggest difference comes with the number of investigators in the game versus the protagonists in the stories. Lovecraft typically focuses on one character's perspective in his stories and that just won't work for an RPG (at least not for most groups). I also don't run open ended campaigns for Call of Cthulhu. I have an overarching idea for the campaign and once we're through that arc we're done with the campaign. I do agree with your about firepower. Call of Cthlhu's dirty little secret is that firepower very often works. [/QUOTE]
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