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Driving NARRATIVE in RPGs, not STORY
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<blockquote data-quote="Cadence" data-source="post: 6087358" data-attributes="member: 6701124"><p><< wishing for the old XP system here >></p><p></p><p>In all of the games I've been in where more than just one or two players tried to "do narrative" (as opposed to story), the DM/GM have tried to push what your saying and to set up the games asking everyone to come up with deep back stories like you mention. The times that have worked best (a few VtM, a few D&D, and one Shadowrun) they've almost all asked for the players to do things outside of session (add something more to your back story, answer a certain question, say what you're trying to do on down time) and have been ready to stock the world with (potentially) long-term NPCs when they worked towards giving the players consequences and goals.</p><p></p><p>Even in these cases there have always been a few players who just don't seem to "get it" and can't figure out how to go beyond a by-rote stereotype. Is it better to not require everyone to do the "narrative thing" as long as the two groups have fun together and don't mind that the other player is putting more/less effort into certain areas?</p></blockquote><p></p>
[QUOTE="Cadence, post: 6087358, member: 6701124"] << wishing for the old XP system here >> In all of the games I've been in where more than just one or two players tried to "do narrative" (as opposed to story), the DM/GM have tried to push what your saying and to set up the games asking everyone to come up with deep back stories like you mention. The times that have worked best (a few VtM, a few D&D, and one Shadowrun) they've almost all asked for the players to do things outside of session (add something more to your back story, answer a certain question, say what you're trying to do on down time) and have been ready to stock the world with (potentially) long-term NPCs when they worked towards giving the players consequences and goals. Even in these cases there have always been a few players who just don't seem to "get it" and can't figure out how to go beyond a by-rote stereotype. Is it better to not require everyone to do the "narrative thing" as long as the two groups have fun together and don't mind that the other player is putting more/less effort into certain areas? [/QUOTE]
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