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DM Says No Powergaming?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8875702" data-attributes="member: 82106"><p>Here's an interesting difference in perspective. From the standpoint of a system like PbtA genre is meaningless. I mean, it isn't meaningless in terms of the specific game you are playing, it will heavily inform the fictional aspect of what moves you make, possibly when they are legal, etc. However, in any sort of fundamental sense its all about the characters, period. You could definitely, for example, make a PbtA cyber-punk game that explores the questions of what it means to be human in the face of technology which fundamentally alters our nature. That might inform various genre-specific game mechanics (moves probably, as well as playbook authorship). It would probably also motivate the introduction of some genre/agenda specific GM agenda/techniques. So the game will play differently from Dungeon World, but only at a fairly superficial level. The characters will still experience that same sort of snowballing action/consequence/more action snowballing dramatic story arc kind of play in each.</p><p></p><p>And this comports well with every theory I have ever heard of explaining how literature and other storytelling works. Genre is a fairly pervasive element, but not core to story. Sci Fi and Fantasy authors are ultimately dealing in the same currency. The Pilot in <em>The Cold Equations </em>faces the same questions of life and death and what his humanity and his duty are as Ged in <em>A Wizard of Earthsea</em>. Granting one is a short story and the other a series of novels, but I could easily see Ged's story transposed into one of transhumanism and alien contact without it being altered in any really fundamental way.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8875702, member: 82106"] Here's an interesting difference in perspective. From the standpoint of a system like PbtA genre is meaningless. I mean, it isn't meaningless in terms of the specific game you are playing, it will heavily inform the fictional aspect of what moves you make, possibly when they are legal, etc. However, in any sort of fundamental sense its all about the characters, period. You could definitely, for example, make a PbtA cyber-punk game that explores the questions of what it means to be human in the face of technology which fundamentally alters our nature. That might inform various genre-specific game mechanics (moves probably, as well as playbook authorship). It would probably also motivate the introduction of some genre/agenda specific GM agenda/techniques. So the game will play differently from Dungeon World, but only at a fairly superficial level. The characters will still experience that same sort of snowballing action/consequence/more action snowballing dramatic story arc kind of play in each. And this comports well with every theory I have ever heard of explaining how literature and other storytelling works. Genre is a fairly pervasive element, but not core to story. Sci Fi and Fantasy authors are ultimately dealing in the same currency. The Pilot in [I]The Cold Equations [/I]faces the same questions of life and death and what his humanity and his duty are as Ged in [I]A Wizard of Earthsea[/I]. Granting one is a short story and the other a series of novels, but I could easily see Ged's story transposed into one of transhumanism and alien contact without it being altered in any really fundamental way. [/QUOTE]
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