Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Driving NARRATIVE in RPGs, not STORY
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="amerigoV" data-source="post: 6087738"><p>That statement is rather extreme. These types of mechanics help guild players to keep their PC personalities on track. I saw this play out last night in my Savage Worlds 50 Fathoms game. In SW, PCs can select Hindrances as part of the character build. One of the PCs has Greedy (minor - so will swabble over treasure - they are nearly pirates after all) and Vengeful (major - is willing to go outside the law to "get even"). A new Beneficator sent the group out to a shipwreck with a another group. This other group eventually tried to kill the PCs and take the booty (Spanish gold). The player/PC was pissed at the Benefactor for "setting them up". The only problem is the Beneficator was the only one that would touch this type of haul.</p><p></p><p>It was fantastic to watch this player work out how to respond to this. Its a new campaign so the PC personalities are not fully developed/fleshed out. She had a back story with these hindrance incorporated but this was a true challenge on how to respond to a situation that touched on both at the same time. She went back and forth trying to reason between Greed and demand for Vengence. In the end, the Benefactor had used this as a test to see if the PCs were worthy of more opportunities (another player reasoned it out nicely). It set up a nice scene at the end of the session where the goods were exchanged and more opportunity was offered, but the PC got the point across (heck, just watch any Firefly episode and you get the type of exchange that occurred).</p><p></p><p>The exchange was deep and meaningful and advanced the depth of several PCs' personality. In <strong>my</strong> experience that was more significant than I have gotten out of systems that did not have some form of Hindrances/Drawback. And I believe the reason is this is in systems like Savage Worlds you are rewarded for making the tough choices that your character would make wheres as that decision tends to be tempered by metagaming in other systems. In essense, I have permission from the system and the other players to fully explore those key personality traits whereas in (say) D&D players tend to make those decisions that are best for the group or the situation.</p><p></p><p>That does not mean there are not D&D roleplayers that play their PCs to the hilt or Savage Worlds players that do not metagame decisions, but I personally have noticed "the line shifts" to the better when those mechanics are available to the average player. Like anything in life, incentive tends to bear results.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 6087738"] That statement is rather extreme. These types of mechanics help guild players to keep their PC personalities on track. I saw this play out last night in my Savage Worlds 50 Fathoms game. In SW, PCs can select Hindrances as part of the character build. One of the PCs has Greedy (minor - so will swabble over treasure - they are nearly pirates after all) and Vengeful (major - is willing to go outside the law to "get even"). A new Beneficator sent the group out to a shipwreck with a another group. This other group eventually tried to kill the PCs and take the booty (Spanish gold). The player/PC was pissed at the Benefactor for "setting them up". The only problem is the Beneficator was the only one that would touch this type of haul. It was fantastic to watch this player work out how to respond to this. Its a new campaign so the PC personalities are not fully developed/fleshed out. She had a back story with these hindrance incorporated but this was a true challenge on how to respond to a situation that touched on both at the same time. She went back and forth trying to reason between Greed and demand for Vengence. In the end, the Benefactor had used this as a test to see if the PCs were worthy of more opportunities (another player reasoned it out nicely). It set up a nice scene at the end of the session where the goods were exchanged and more opportunity was offered, but the PC got the point across (heck, just watch any Firefly episode and you get the type of exchange that occurred). The exchange was deep and meaningful and advanced the depth of several PCs' personality. In [B]my[/B] experience that was more significant than I have gotten out of systems that did not have some form of Hindrances/Drawback. And I believe the reason is this is in systems like Savage Worlds you are rewarded for making the tough choices that your character would make wheres as that decision tends to be tempered by metagaming in other systems. In essense, I have permission from the system and the other players to fully explore those key personality traits whereas in (say) D&D players tend to make those decisions that are best for the group or the situation. That does not mean there are not D&D roleplayers that play their PCs to the hilt or Savage Worlds players that do not metagame decisions, but I personally have noticed "the line shifts" to the better when those mechanics are available to the average player. Like anything in life, incentive tends to bear results. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Driving NARRATIVE in RPGs, not STORY
Top