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General Tabletop Discussion
*TTRPGs General
Disconnect Between Designer's Intent and Player Intepretation
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<blockquote data-quote="Azuresun" data-source="post: 8805766" data-attributes="member: 7022312"><p>With regard to Vampire, it's worth comparing it to how vampire fiction at the time (and still today) was steadily moving away from vampirism being a miserable curse and into being something cool. You can see a major change in how Anne Rice (one of the codifiers of the modern vampire) was approaching it, even between <em>Interview with the Vampire </em>and the sequel. The first one is a depiction of an abusive relationship where the vampires are superficially glamorous, but hollow and numb to the monstrous things they do, the latter has literal rock star vampires who love their life and only eat naughty people.<em> The Lost Boys</em> would sum it up pretty well around the same time with the tagline "Party all night, sleep all day and never grow old."</p><p></p><p>White Wolf kinda makes a habit of this--<em>Exalted</em> springs to mind. The game pushes characters HARD towards being heroic in the "Classical d-bag" sense. Achilles sitting in his tent while his army gets killed, Odysseus flipping out and murdering his wife's suitors <em>and</em> her slaves, etc. There's a Virtue system which is designed to push PC's towards rigid and extreme behaviour and when you act against your Virtues too often, you flip out and succumb to some extreme behaviour for up to a week.</p><p></p><p>Nobody (that I played with or heard of) played it like that. The Virtue system was kind of broken because Conviction was a) the most important one for gaining Willpower and b) so flexible about what you actually had Conviction in that it became the Virtue Of What I Was Going To Do Anyway. That, and nobody really wanted to lose control of their character for that long, and the implicit nihilism of "No matter how heroic you try to be, your character will undo all their own progress because of factors they have no control over." was a very hard sell.</p></blockquote><p></p>
[QUOTE="Azuresun, post: 8805766, member: 7022312"] With regard to Vampire, it's worth comparing it to how vampire fiction at the time (and still today) was steadily moving away from vampirism being a miserable curse and into being something cool. You can see a major change in how Anne Rice (one of the codifiers of the modern vampire) was approaching it, even between [I]Interview with the Vampire [/I]and the sequel. The first one is a depiction of an abusive relationship where the vampires are superficially glamorous, but hollow and numb to the monstrous things they do, the latter has literal rock star vampires who love their life and only eat naughty people.[I] The Lost Boys[/I] would sum it up pretty well around the same time with the tagline "Party all night, sleep all day and never grow old." White Wolf kinda makes a habit of this--[I]Exalted[/I] springs to mind. The game pushes characters HARD towards being heroic in the "Classical d-bag" sense. Achilles sitting in his tent while his army gets killed, Odysseus flipping out and murdering his wife's suitors [I]and[/I] her slaves, etc. There's a Virtue system which is designed to push PC's towards rigid and extreme behaviour and when you act against your Virtues too often, you flip out and succumb to some extreme behaviour for up to a week. Nobody (that I played with or heard of) played it like that. The Virtue system was kind of broken because Conviction was a) the most important one for gaining Willpower and b) so flexible about what you actually had Conviction in that it became the Virtue Of What I Was Going To Do Anyway. That, and nobody really wanted to lose control of their character for that long, and the implicit nihilism of "No matter how heroic you try to be, your character will undo all their own progress because of factors they have no control over." was a very hard sell. [/QUOTE]
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