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From Bespoke to Universal: Let's Talk About TTRPG Systems and Themes
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<blockquote data-quote="Campbell" data-source="post: 9315122" data-attributes="member: 16586"><p>Generally, not hard you do this, or they do that, but rules that absolutely influence how your character behaves either through impacting how difficult certain courses of action are or providing a reward for going along with social influence (meta currency or experience usually) are a component of most of the games I choose to run and play.</p><p></p><p>For instance, in Monsterhearts both player characters and NPCs can gain a meta currency called strings (which represent the emotional power you have over someone else) with one another. One of the things that both players and GMs can do with their strings is <em><strong>tempt them to do what you want. </strong></em>For player characters what that means is you offer an experience if that player has their character do what you want them to.</p><p></p><p></p><p></p><p>From my perspective these sorts of mechanics help us to experience the sort of social, mental and emotional pressure our characters are under. Some find them less valuable, but regardless they help to shape the play experience in some pretty fundamental ways.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9315122, member: 16586"] Generally, not hard you do this, or they do that, but rules that absolutely influence how your character behaves either through impacting how difficult certain courses of action are or providing a reward for going along with social influence (meta currency or experience usually) are a component of most of the games I choose to run and play. For instance, in Monsterhearts both player characters and NPCs can gain a meta currency called strings (which represent the emotional power you have over someone else) with one another. One of the things that both players and GMs can do with their strings is [I][B]tempt them to do what you want. [/B][/I]For player characters what that means is you offer an experience if that player has their character do what you want them to. From my perspective these sorts of mechanics help us to experience the sort of social, mental and emotional pressure our characters are under. Some find them less valuable, but regardless they help to shape the play experience in some pretty fundamental ways. [/QUOTE]
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From Bespoke to Universal: Let's Talk About TTRPG Systems and Themes
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