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Do you prefer your character to be connected or unconnected to the adventure hook?
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<blockquote data-quote="Campbell" data-source="post: 8082133" data-attributes="member: 16586"><p>[USER=6901101]@Scott Christian[/USER]</p><p></p><p>I personally do not sit down to the table with intent to tell or be told a story.</p><p></p><p>I sit down at the table with intent to create and experience a story together with the other players. This is the only way I have experienced for characters to feel like real protagonists, for narrative tension to feel palpable the same way it does when watching a good movie, or for responses to feel genuine. Social cues (spoken and unspoken) just have such a strong impact that anything less than shooting for real tension, genuine protagonism, and honest antagonism just does not feel palpable to me.</p><p></p><p>I know that sounds like avant garde and probably fairly pretentious, but it's not really super complicated or special. Basically if you value it you have to be willing to risk it. Session 6 of mecha game that we started in Lancer that will transition to Beam Saber next week if it continues is coming up this Sunday. I have a firm grasp on the situation and it is designed to provoke a response from the players, but I have absolutely no clue how things will play out. As the GM I am just as much on the edge of my seat as the other players.</p><p></p><p>We do this every session. The stakes are often not as high (there has been a lot of unresolved fallout that is just now hitting them), but we put the game on the line every time we play. The danger is that it might suck, but we have to risk that to get that tense shared narrative that we all experience together.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8082133, member: 16586"] [USER=6901101]@Scott Christian[/USER] I personally do not sit down to the table with intent to tell or be told a story. I sit down at the table with intent to create and experience a story together with the other players. This is the only way I have experienced for characters to feel like real protagonists, for narrative tension to feel palpable the same way it does when watching a good movie, or for responses to feel genuine. Social cues (spoken and unspoken) just have such a strong impact that anything less than shooting for real tension, genuine protagonism, and honest antagonism just does not feel palpable to me. I know that sounds like avant garde and probably fairly pretentious, but it's not really super complicated or special. Basically if you value it you have to be willing to risk it. Session 6 of mecha game that we started in Lancer that will transition to Beam Saber next week if it continues is coming up this Sunday. I have a firm grasp on the situation and it is designed to provoke a response from the players, but I have absolutely no clue how things will play out. As the GM I am just as much on the edge of my seat as the other players. We do this every session. The stakes are often not as high (there has been a lot of unresolved fallout that is just now hitting them), but we put the game on the line every time we play. The danger is that it might suck, but we have to risk that to get that tense shared narrative that we all experience together. [/QUOTE]
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