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Driving NARRATIVE in RPGs, not STORY
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<blockquote data-quote="Umbran" data-source="post: 6087681" data-attributes="member: 177"><p>I admit I have a hard time wrapping my head around the idea of a player who *wants* to be mindful of motivations and personality in their character, but is so forgetful that they need to be reminded by the mechanic.</p><p></p><p></p><p></p><p>People won't mind others putting more work into an area. What they'll mind is the attention they get from the GM for doing so, and what they get out of doing so. There will be a strong tendency for the game's resulting plot to revolve around the narrative-types, and their themes and motivations will tend to drive the decision processes in game. Simply put, there will be more focus on the narrative players. Now maybe your non-narrative types would not mind this - for example, if they get most of their fun out of the out-of-game social aspects, rolilgn dice and kicking butt, and they really and honestly don't care about whose butt they kick, well, then you're fine. </p><p></p><p>But, sometimes, you don't realize you'll note the lack until it is rather late to fix it. For example, in a Star Wars game I currently play in, we've got three characters who wrote some backstory, with a couple NPCs and such. Those have gotten referenced and used as partial drivers of the game plot. The one person who made the "unconnected loner type" character, who we thought was just there to beat things up in combat, is now starting to feel left out.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6087681, member: 177"] I admit I have a hard time wrapping my head around the idea of a player who *wants* to be mindful of motivations and personality in their character, but is so forgetful that they need to be reminded by the mechanic. People won't mind others putting more work into an area. What they'll mind is the attention they get from the GM for doing so, and what they get out of doing so. There will be a strong tendency for the game's resulting plot to revolve around the narrative-types, and their themes and motivations will tend to drive the decision processes in game. Simply put, there will be more focus on the narrative players. Now maybe your non-narrative types would not mind this - for example, if they get most of their fun out of the out-of-game social aspects, rolilgn dice and kicking butt, and they really and honestly don't care about whose butt they kick, well, then you're fine. But, sometimes, you don't realize you'll note the lack until it is rather late to fix it. For example, in a Star Wars game I currently play in, we've got three characters who wrote some backstory, with a couple NPCs and such. Those have gotten referenced and used as partial drivers of the game plot. The one person who made the "unconnected loner type" character, who we thought was just there to beat things up in combat, is now starting to feel left out. [/QUOTE]
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