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Driving NARRATIVE in RPGs, not STORY
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<blockquote data-quote="Argyle King" data-source="post: 6087750" data-attributes="member: 58416"><p>I don't think being reminded is the issue. In games where I feel such mechanics are done well, they usually serve as a fair way to balance player motivation against character motivation. I've seen a lot of players make a decision about the personality of their character only to ignore that decision whenever it produces situations they don't like. Character personalities can and do change; the evolution of a character is something which adds to narrative; however, I think it should be something which feels more organic and perhaps like a struggle in some situations rather than being something which is decided on a whim.</p><p></p><p>For example, let's say I'm playing a character who has a severe case of kleptomania. I also have an overwhelming fondness for diamonds. The party is hired as armed guards to transport the crown jewels of Queen DeBeers from her current home in Oldham to her newly constructed castle in Newburgh. As a player, I might want to ignore my character's personality because it would cause complications in the mission. However, I believe there should be a chance that my character's motivations win out and I end up stealing the jewels.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6087750, member: 58416"] I don't think being reminded is the issue. In games where I feel such mechanics are done well, they usually serve as a fair way to balance player motivation against character motivation. I've seen a lot of players make a decision about the personality of their character only to ignore that decision whenever it produces situations they don't like. Character personalities can and do change; the evolution of a character is something which adds to narrative; however, I think it should be something which feels more organic and perhaps like a struggle in some situations rather than being something which is decided on a whim. For example, let's say I'm playing a character who has a severe case of kleptomania. I also have an overwhelming fondness for diamonds. The party is hired as armed guards to transport the crown jewels of Queen DeBeers from her current home in Oldham to her newly constructed castle in Newburgh. As a player, I might want to ignore my character's personality because it would cause complications in the mission. However, I believe there should be a chance that my character's motivations win out and I end up stealing the jewels. [/QUOTE]
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